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Ghetto MD part 2
Examining people with grab-exmaine move now can tell you if they have toxins in blood, or are short of breath. Stethoscopes now actually give real info about severe oxyloss/internal organs damage.
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@@ -91,24 +91,42 @@
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if(MALE) their = "his"
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if(FEMALE) their = "her"
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var/sound = "pulse"
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var/sound_strength
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var/sound = "heartbeat"
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var/sound_strength = "cannot hear"
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var/heartbeat = 0
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if(M.species && M.species.has_organ["heart"])
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var/obj/item/organ/heart/heart = M.internal_organs_by_name["heart"]
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if(heart && !heart.robotic)
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heartbeat = 1
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if(M.stat == DEAD || (M.status_flags&FAKEDEATH))
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sound_strength = "cannot hear"
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sound = "anything"
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else
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sound_strength = "hear a weak"
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switch(body_part)
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if("chest")
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if(M.oxyloss < 50)
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sound_strength = "hear a healthy"
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sound = "pulse and respiration"
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sound_strength = "hear"
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sound = "no heartbeat"
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if(heartbeat)
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var/obj/item/organ/heart/heart = M.internal_organs_by_name["heart"]
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if(heart.is_bruised() || M.getOxyLoss() > 50)
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sound = "[pick("odd noises in","weak")] heartbeat"
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else
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sound = "healthy heartbeat"
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var/obj/item/organ/heart/L = M.internal_organs_by_name["lungs"]
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if(!L || M.losebreath)
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sound += " and no respiration"
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else if(M.is_lung_ruptured() || M.getOxyLoss() > 50)
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sound += " and [pick("wheezing","gurgling")] sounds"
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else
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sound += " and healthy respiration"
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if("eyes","mouth")
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sound_strength = "cannot hear"
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sound = "anything"
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else
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sound_strength = "hear a weak"
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if(heartbeat)
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sound_strength = "hear a weak"
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sound = "pulse"
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user.visible_message("[user] places [src] against [M]'s [body_part] and listens attentively.", "You place [src] against [their] [body_part]. You [sound_strength] [sound].")
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return
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@@ -301,18 +301,30 @@
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var/obj/item/organ/external/E = H.get_organ(hit_zone)
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if(E && !(E.status & ORGAN_DESTROYED))
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assailant.visible_message("<span class='notice'>[assailant] starts inspecting [affecting]'s [E.name] carefully.</span>")
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if(do_after(assailant, 10) && affecting && E)
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if(do_after(assailant, 10) && H && E)
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if(E.wounds.len)
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assailant << "<span class='warning'>You find [E.get_wounds_desc()]</span>"
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else
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assailant << "<span class='notice'>You find no visible wounds.</span>"
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assailant << "<span class='notice'>Checking bones now...</span>"
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if(do_after(assailant, 15) && affecting && E)
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if(do_after(assailant, 20) && H && E)
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if(E.status & ORGAN_BROKEN)
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assailant << "<span class='warning'>The [E.encased ? E.encased : "bone in the [E.name]"] is fractured!</span>"
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assailant << "<span class='warning'>The [E.encased ? E.encased : "bone in the [E.name]"] moves slightly when you poke it!</span>"
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H.custom_pain("Your [E.name] hurts where it's poked.")
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else
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assailant << "<span class='notice'>The [E.encased ? E.encased : "bones in the [E.name]"] seem to be fine.</span>"
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assailant << "<span class='notice'>Checking skin now...</span>"
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if(do_after(assailant, 10) && H && E)
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var/bad = 0
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if(H.getToxLoss() >= 40)
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assailant << "<span class='warning'>[H] has an unhealthy skin discoloration.</span>"
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bad = 1
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if(H.getOxyLoss() >= 20)
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assailant << "<span class='warning'>[H]'s skin is unusaly pale.</span>"
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bad = 1
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if(!bad)
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assailant << "<span class='notice'>[H]'s skin is normal.</span>"
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if(I_GRAB)
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if(state < GRAB_AGGRESSIVE)
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assailant << "<span class='warning'>You require a better grab to do this.</span>"
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