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Merge pull request #4929 from Anewbe/splints
Splints no longer perfectly prevent negative effects from broken bones
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@@ -35,7 +35,7 @@
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var/obj/item/organ/external/E = get_organ(organ_name)
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if(!E || E.is_stump())
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tally += 4
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else if(E.splinted)
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else if(E.splinted && E.splinted.loc != E)
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tally += 0.5
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else if(E.status & ORGAN_BROKEN)
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tally += 1.5
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@@ -47,7 +47,7 @@
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var/obj/item/organ/external/E = get_organ(organ_name)
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if(!E || E.is_stump())
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tally += 4
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else if(E.splinted)
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else if(E.splinted && E.splinted.loc != E)
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tally += 0.5
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else if(E.status & ORGAN_BROKEN)
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tally += 1.5
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@@ -526,10 +526,10 @@
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for(var/name in H.organs_by_name)
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var/obj/item/organ/external/e = H.organs_by_name[name]
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if(e && H.lying)
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if(((e.status & ORGAN_BROKEN && !(e.splinted)) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
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if((e.status & ORGAN_BROKEN && (!e.splinted || (e.splinted && e.splinted in e.contents && prob(30))) || e.status & ORGAN_BLEEDING) && (H.getBruteLoss() + H.getFireLoss() >= 100))
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return 1
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break
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return 0
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return 0
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/mob/MouseDrop(mob/M as mob)
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..()
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@@ -543,7 +543,7 @@ This function completely restores a damaged organ to perfect condition.
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//external organs handle brokenness a bit differently when it comes to damage. Instead brute_dam is checked inside process()
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//this also ensures that an external organ cannot be "broken" without broken_description being set.
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/obj/item/organ/external/is_broken()
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return ((status & ORGAN_CUT_AWAY) || ((status & ORGAN_BROKEN) && !(splinted)))
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return ((status & ORGAN_CUT_AWAY) || (status & ORGAN_BROKEN) && (!splinted || (splinted && splinted in src.contents && prob(30))))
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//Determines if we even need to process this organ.
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/obj/item/organ/external/proc/need_process()
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