diff --git a/code/modules/organs/internal/lungs.dm b/code/modules/organs/internal/lungs.dm index 8ec76a36d05..6e93222b2d4 100644 --- a/code/modules/organs/internal/lungs.dm +++ b/code/modules/organs/internal/lungs.dm @@ -11,14 +11,26 @@ if(!owner) return - if(is_bruised()) + //VOREStation Edit Start Lungs were a surprisingly lethal cause of bloodloss. + if(is_broken()) if(prob(4)) - spawn owner?.custom_emote(VISIBLE_MESSAGE, "coughs up blood!") - owner.drip(10) - if(prob(8)) + spawn owner?.custom_emote(VISIBLE_MESSAGE, "coughs up a large amount of blood!") + var/bleeding_rng = rand(3,5) + owner.drip(bleeding_rng) + if(prob(8)) //This is a medical emergency. Will kill within minutes unless exceedingly lucky. spawn owner?.custom_emote(VISIBLE_MESSAGE, "gasps for air!") owner.AdjustLosebreath(15) + else if(is_bruised()) //Only bruised? That's an annoyance and can cause some more damage (via brainloss due to oxyloss) + if(prob(2)) //But let's not kill people too quickly. + spawn owner?.custom_emote(VISIBLE_MESSAGE, "coughs up a small amount of blood!") + var/bleeding_rng = rand(1,2) + owner.drip(bleeding_rng) + if(prob(4)) //Get to medical quickly. but shouldn't kill without exceedingly bad RNG. + spawn owner?.custom_emote(VISIBLE_MESSAGE, "gasps for air!") + owner.AdjustLosebreath(10) //Losebreath is a DoT that does 1:1 damage and prevents oxyloss healing via breathing. + //VOREStation Edit End + if(owner.internal_organs_by_name[O_BRAIN]) // As the brain starts having Trouble, the lungs start malfunctioning. var/obj/item/organ/internal/brain/Brain = owner.internal_organs_by_name[O_BRAIN] if(Brain.get_control_efficiency() <= 0.8)