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Further tweaks flip chances
Eh 2% may have been a bit overboard.
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@@ -8,17 +8,17 @@
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message = "awoos loudly. AwoooOOOOoooo!"
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m_type = 2
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if ("flip")
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var/danger = 2 //Base 1% chance to break something.
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var/danger = 1 //Base 1% chance to break something.
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var/list/involved_parts = list(BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT)
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for(var/organ_name in involved_parts)
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var/obj/item/organ/external/E = get_organ(organ_name)
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if(!E || E.is_stump() || E.splinted || (E.status & ORGAN_BROKEN))
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involved_parts -= organ_name
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danger += 5
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danger += 5 //Add 5% to the chance for each problem limb
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//Taurs are harder to flip
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if(istype(tail_style, /datum/sprite_accessory/tail/taur))
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danger += 2
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danger += 1
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//Check if they are physically capable
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if(src.sleeping || src.resting || src.buckled || src.weakened || src.restrained() || involved_parts.len < 2)
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