mirror of
https://github.com/PolarisSS13/Polaris.git
synced 2025-12-25 17:42:26 +00:00
Merge branch 'master' of git://github.com/Baystation12/Baystation12
This commit is contained in:
@@ -1422,7 +1422,7 @@
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origin_tech = "materials=1;biotech=1"
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/obj/item/weapon/autopsy_scanner
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name = "autopscy scanner"
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name = "autopsy scanner"
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desc = "Extracts information on wounds."
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icon = 'autopsy_scanner.dmi'
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icon_state = ""
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@@ -152,7 +152,7 @@ var/global/list/space_surprises = list(/obj/item/clothing/mask/facehugger,
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/obj/item/weapon/rcd,
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/obj/item/weapon/rcd_ammo,
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/obj/item/weapon/spacecash,
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/obj/item/weapon/cloaking_device,
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// /obj/item/weapon/cloaking_device,
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// /obj/item/weapon/gun/energy/teleport_gun,
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/obj/item/weapon/rubber_chicken,
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/obj/item/weapon/melee/energy/sword/pirate
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@@ -298,15 +298,15 @@
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var/Z = src:z
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var/held = 1
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if(src.holdopen)
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while(held == 1 && holdopen) //If it is no longer hold open, it should close.
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if(src.holdopen && !forcecrush)
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while(held == 1 && holdopen && !forcecrush) //If it is no longer hold open, it should close.
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sleep(held? 10:40)
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held = 0
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var/list/objects = locate(X,Y,Z)
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for(var/obj/T in objects)
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if(!istype(T,/obj/machinery/door) && !(istype(T,/obj/machinery) && T.anchored == 1) && !istype(T,/obj/structure/cable) && !istype(T,/obj/structure/disposalpipe) && !(T.loc == get_turf(src)))
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held = 1
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for(var/mob/T in objects)
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for(var/mob/living/T in objects) //Geez, ghosts were OP.
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held = 1
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animate("closing")
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src.density = 1
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@@ -190,6 +190,8 @@ CLIPBOARDS
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src.overlays += "paper_stamped_denied"
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if(/obj/item/weapon/stamp/clown)
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src.overlays += "paper_stamped_clown"
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if(/obj/item/weapon/stamp/centcom)
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src.overlays += "paper_stamped_cent"
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else
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src.overlays += "paper_stamped"
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if(!stamped)
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@@ -324,7 +324,7 @@ CIRCULAR SAW
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/datum/wound_data
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var
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weapon_type = null // this is the DEFINITE weapon type that was used
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weapon = null // this is the DEFINITE weapon type that was used
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list/organs_scanned = list() // this maps a number of scanned organs to
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// the wounds to those organs with this data's weapon type
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organ_names = ""
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@@ -335,20 +335,18 @@ CIRCULAR SAW
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for(var/V in O.weapon_wounds)
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var/datum/wound/W = O.weapon_wounds[V]
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if(!W.pretend_weapon_type)
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if(!W.pretend_weapon)
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// the more hits, the more likely it is that we get the right weapon type
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if(prob(W.hits * 10 + W.damage))
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W.pretend_weapon_type = W.weapon_type
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W.pretend_weapon = W.weapon
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else
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if(prob(50))
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W.pretend_weapon_type = pick(/obj/item/weapon/storage/toolbox, /obj/item/weapon/wirecutters, /obj/item/weapon/gun/projectile, /obj/item/weapon/crowbar, /obj/item/weapon/extinguisher)
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else
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W.pretend_weapon_type = pick(typesof(/obj/item/weapon))
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W.pretend_weapon = pick("mechanical toolbox", "wirecutters", "revolver", "crowbar", "fire extinguisher", "tomato soup", "oxygen tank", "emergency oxygen tank", "laser", "bullet")
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var/datum/wound_data/D = wdata[V]
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if(!D)
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D = new()
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D.weapon_type = W.weapon_type
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D.weapon = W.weapon
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wdata[V] = D
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if(!D.organs_scanned[O.name])
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@@ -367,21 +365,39 @@ CIRCULAR SAW
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var/total_hits = 0
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var/total_score = 0
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var/list/weapon_chances = list() // maps weapon names to a score
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var/age = 0
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for(var/wound_idx in D.organs_scanned)
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var/datum/wound/W = D.organs_scanned[wound_idx]
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total_hits += W.hits
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var/atom/weapon = new W.pretend_weapon_type()
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var/wname = W.pretend_weapon
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if(weapon.name in weapon_chances) weapon_chances[weapon.name] += W.damage
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else weapon_chances[weapon.name] = W.damage
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if(wname in weapon_chances) weapon_chances[wname] += W.damage
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else weapon_chances[wname] = W.damage
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total_score+=W.damage
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del weapon
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var/wound_age = world.time - W.time_inflicted
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age = max(age, wound_age)
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var/damage_desc
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// total score happens to be the total damage
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switch(total_score)
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if(0 to 5)
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damage_desc = "<font color='green'>negligible</font>"
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if(5 to 15)
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damage_desc = "<font color='green'>light</font>"
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if(15 to 30)
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damage_desc = "<font color='orange'>moderate</font>"
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if(30 to 1000)
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damage_desc = "<font color='red'>severe</font>"
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scan_data += "<b>Weapon #[n]</b><br>"
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scan_data += "Severity: [damage_desc]<br>"
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scan_data += "Hits by weapon: [total_hits]<br>"
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scan_data += "Age of wound: [round(age / (60*10))] minutes<br>"
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scan_data += "Affected limbs: [D.organ_names]<br>"
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scan_data += "Possible weapons:<br>"
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for(var/weapon_name in weapon_chances)
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@@ -557,6 +573,8 @@ CIRCULAR SAW
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S.take_damage(15)
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S.open = 0
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if(S.display_name == "chest" && H:embryo_op_stage == 1.0)
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H:embryo_op_stage = 0.0
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H.updatehealth()
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H.UpdateDamageIcon()
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@@ -587,14 +605,14 @@ CIRCULAR SAW
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if(user.zone_sel.selecting == "chest")
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if(istype(M, /mob/living/carbon/human))
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switch(M:embryo_op_stage)
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if(0.0)
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if(M != user)
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for(var/mob/O in (viewers(M) - user - M))
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O.show_message("\red [M] is beginning to have \his torso cut open with [src] by [user].", 1)
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M << "\red [user] begins to cut open your torso with [src]!"
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user << "\red You cut [M]'s torso open with [src]!"
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M:embryo_op_stage = 1.0
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return
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// if(0.0)
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// if(M != user)
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// for(var/mob/O in (viewers(M) - user - M))
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// O.show_message("\red [M] is beginning to have \his torso cut open with [src] by [user].", 1)
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// M << "\red [user] begins to cut open your torso with [src]!"
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// user << "\red You cut [M]'s torso open with [src]!"
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// M:embryo_op_stage = 1.0
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// return
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if(3.0)
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if(M != user)
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for(var/mob/O in (viewers(M) - user - M))
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@@ -837,6 +855,8 @@ CIRCULAR SAW
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S.open = 1
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S.bleeding = 1
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if(S.display_name == "chest")
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H:embryo_op_stage = 1.0
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H.updatehealth()
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H.UpdateDamageIcon()
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@@ -11,7 +11,8 @@
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src << "You can't commit suicide before the game starts!"
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return
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if (mind.special_role != "Syndicate")
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var/list/allowed = list("Syndicate","traitor","Wizard","Head Revolutionary","Cultist","Changeling")
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if (mind.special_role in allowed)
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message_admins("[ckey] has tried to suicide, but they were not permitted due to not being antagonist as human.", 1)
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src << "No. Adminhelp if there is a legitimate reason."
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return
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@@ -17,8 +17,12 @@
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M << "\blue <b><font color=red>HELP: </font>[key_name(src, M)] (<A HREF='?src=\ref[M.client.holder];adminplayeropts=\ref[src]'>PP</A>) (<A HREF='?src=\ref[M.client.holder];adminplayervars=\ref[src]'>VV</A>) (<A HREF='?src=\ref[M.client.holder];adminplayersubtlemessage=\ref[src]'>SM</A>) (<A HREF='?src=\ref[M.client.holder];adminplayerobservejump=\ref[src]'>JMP</A>) (<A HREF='?src=\ref[M.client.holder];secretsadmin=check_antagonist'>CA</A>):</b> [msg]"
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usr << "Your message has been broadcast to administrators."
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send2adminirc("#bs12admin","HELP: [src.key]: [msg]")
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log_admin("HELP: [key_name(src)]: [msg]")
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var/list/replacechars = list("'","\"",">","<","(",")")
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for(var/rep in replacechars)
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msg = dd_list2text((dd_text2list(msg, rep)))
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send2adminirc("#bs12admin","HELP: [src.key]: [msg]")
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if(tension_master)
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tension_master.new_adminhelp()
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return
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@@ -168,10 +168,10 @@
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if (!src.client)
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usr << "\red [src.name] doesn't seem as though they want to talk."
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for(var/name in organs)
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var/datum/organ/external/temp = organs[name]
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for(var/named in organs)
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var/datum/organ/external/temp = organs[named]
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if(temp.destroyed)
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usr << "\red [name] is missing [t_his] [temp.display_name]."
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usr << "\red [src.name] is missing [t_his] [temp.display_name]."
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if(temp.wounds)
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for(var/datum/organ/external/wound/w in temp.wounds)
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var/size = w.wound_size
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@@ -190,7 +190,7 @@
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if(6)
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sizetext = "massive wound"
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if(w.bleeding)
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usr << "\red [name] is bleeding from a [sizetext] on [t_his] [temp.display_name]."
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usr << "\red [src.name] is bleeding from a [sizetext] on [t_his] [temp.display_name]."
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continue
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print_flavor_text()
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@@ -96,7 +96,7 @@ emp_act
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var/armor = run_armor_check(affecting, "melee", "Your armor has protected you from a hit to the [hit_area].", "Your armor has softened hit to your [hit_area].")
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if(armor >= 2) return 0
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if(!I.force) return 0
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apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I)
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apply_damage(I.force, I.damtype, affecting, armor, is_cut(I), I.name)
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var/bloody = 0
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if((I.damtype == BRUTE) && prob(25 + (I.force * 2)))
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@@ -50,6 +50,6 @@
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P.on_hit(src,2)
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return 2
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if(!P.nodamage)
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apply_damage((P.damage/(absorb+1)), P.damage_type)
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apply_damage((P.damage/(absorb+1)), P.damage_type, used_weapon = P.name)
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P.on_hit(src, absorb)
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return absorb
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@@ -136,6 +136,10 @@
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if( !message_mode && (disease_symptoms & DISEASE_WHISPER))
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message_mode = "whisper"
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if(src.stunned > 0)
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message_mode = "" //Stunned people shouldn't be able to physically turn on their radio/hold down the button to speak into it
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message = capitalize(message) //capitalize the first letter of what they actually say
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// :downs:
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@@ -152,7 +152,7 @@
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src.modules += new /obj/item/weapon/handcuffs/cyborg(src)
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src.modules += new /obj/item/weapon/melee/baton(src)
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src.modules += new /obj/item/weapon/gun/energy/taser/cyborg(src)
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src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
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// src.emag = new /obj/item/weapon/gun/energy/laser/cyborg(src)
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return
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@@ -14,19 +14,19 @@
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/datum/wound
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var
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weapon_type = null
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pretend_weapon_type = null
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weapon = null
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pretend_weapon = null
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damage = 0
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hits = 0
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scar = 0
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time_inflicted = 0
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proc/copy()
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var/datum/wound/W = new()
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W.weapon_type = src.weapon_type
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W.pretend_weapon_type = src.pretend_weapon_type
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W.weapon = src.weapon
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W.pretend_weapon = src.pretend_weapon
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W.damage = src.damage
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W.hits = src.hits
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W.scar = src.scar
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W.time_inflicted = src.time_inflicted
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return W
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/****************************************************
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@@ -131,20 +131,20 @@
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if(brute_dam + burn_dam == 0)
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for(var/V in weapon_wounds)
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var/datum/wound/W = weapon_wounds[V]
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W.scar = 1
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del W
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weapon_wounds = list()
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return update_icon()
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proc/add_wound(var/obj/item/used_weapon, var/damage)
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var/weapon_type = "[used_weapon.type]"
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var/datum/wound/W = weapon_wounds[weapon_type]
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proc/add_wound(var/used_weapon, var/damage)
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var/datum/wound/W = weapon_wounds[used_weapon]
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if(!W)
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W = new()
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W.weapon_type = used_weapon.type
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weapon_wounds[weapon_type] = W
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W.weapon = used_weapon
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weapon_wounds[used_weapon] = W
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W.hits += 1
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W.damage += damage
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W.time_inflicted = world.time
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