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Added a few null checks.
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@@ -3,13 +3,16 @@
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****************************************************/
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/obj/item/organ/external
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name = "external"
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min_broken_damage = 30
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max_damage = 0
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dir = SOUTH
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organ_tag = "limb"
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var/icon_name = null
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var/body_part = null
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var/icon_position = 0
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var/model
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var/force_icon
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var/damage_state = "00"
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var/brute_dam = 0
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var/burn_dam = 0
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@@ -26,38 +29,25 @@
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var/list/wounds = list()
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var/number_wounds = 0 // cache the number of wounds, which is NOT wounds.len!
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var/perma_injury = 0
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var/obj/item/organ/external/parent
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var/list/obj/item/organ/external/children
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// Internal organs of this body part
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var/list/internal_organs = list()
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var/list/internal_organs = list() // Internal organs of this body part
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var/damage_msg = "\red You feel an intense pain"
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var/broken_description
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var/open = 0
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var/stage = 0
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var/cavity = 0
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var/sabotaged = 0 // If a prosthetic limb is emagged, it will detonate when it fails.
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var/encased // Needs to be opened with a saw to access the organs.
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var/obj/item/hidden = null
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var/list/implants = list()
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// how often wounds should be updated, a higher number means less often
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var/wound_update_accuracy = 1
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var/wound_update_accuracy = 1 // how often wounds should be updated, a higher number means less often
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var/joint = "joint" // Descriptive string used in dislocation.
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var/amputation_point // Descriptive string used in amputation.
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var/dislocated = 0 // If you target a joint, you can dislocate the limb, causing temporary damage to the organ.
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var/can_grasp
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var/can_stand
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min_broken_damage = 30
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max_damage = 0
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dir = SOUTH
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/obj/item/organ/external/attackby(obj/item/weapon/W as obj, mob/user as mob)
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switch(stage)
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if(0)
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