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Adds Skeletons for background use
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@@ -17,6 +17,9 @@ var/const/CE_STABLE_THRESHOLD = 0.5
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if(vessel)
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return
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if(species.flags & NO_BLOOD)
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return
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vessel = new/datum/reagents(species.blood_volume)
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vessel.my_atom = src
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@@ -485,13 +485,13 @@ This function completely restores a damaged organ to perfect condition.
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//moved this before the open_wound check so that having many small wounds for example doesn't somehow protect you from taking internal damage (because of the return)
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//Possibly trigger an internal wound, too.
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var/local_damage = brute_dam + burn_dam + damage
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if((damage > 15) && (type != BURN) && (local_damage > 30) && prob(damage) && (robotic < ORGAN_ROBOT))
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if((damage > 15) && (type != BURN) && (local_damage > 30) && prob(damage) && (robotic < ORGAN_ROBOT) && !(species.flags & NO_BLOOD))
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var/datum/wound/internal_bleeding/I = new (min(damage - 15, 15))
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wounds += I
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owner.custom_pain("You feel something rip in your [name]!", 50)
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//Burn damage can cause fluid loss due to blistering and cook-off
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if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT))
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if((damage > 5 || damage + burn_dam >= 15) && type == BURN && (robotic < ORGAN_ROBOT) && !(species.flags & NO_BLOOD))
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var/fluid_loss = 0.75 * (damage/(owner.getMaxHealth() - config.health_threshold_dead)) * owner.species.blood_volume*(1 - BLOOD_VOLUME_SURVIVE/100)
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owner.remove_blood(fluid_loss)
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@@ -679,7 +679,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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//Updating wounds. Handles wound natural I had some free spachealing, internal bleedings and infections
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/obj/item/organ/external/proc/update_wounds()
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if((robotic >= ORGAN_ROBOT)) //Robotic limbs don't heal or get worse.
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if((robotic >= ORGAN_ROBOT) || (species.flags & UNDEAD)) //Robotic and dead limbs don't heal or get worse.
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for(var/datum/wound/W in wounds) //Repaired wounds disappear though
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if(W.damage <= 0) //and they disappear right away
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wounds -= W //TODO: robot wounds for robot limbs
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@@ -754,7 +754,7 @@ Note that amputating the affected organ does in fact remove the infection from t
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else
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brute_dam += W.damage
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if(!(robotic >= ORGAN_ROBOT) && W.bleeding() && (H && H.should_have_organ(O_HEART)))
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if(!(robotic >= ORGAN_ROBOT) && W.bleeding() && (H && H.should_have_organ(O_HEART)) && !(H.species.flags & NO_BLOOD))
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W.bleed_timer--
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status |= ORGAN_BLEEDING
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