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https://github.com/VOREStation/VOREStation.git
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Catches the rest, unfortunately including some comments. Oh well!
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@@ -358,7 +358,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
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//Damages ONE external organ, organ gets randomly selected from damagable ones.
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//It automatically updates damage overlays if necesary
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//It automatically updates health status
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/mob/living/carbon/human/take_organ_damage(var/brute, var/burn, var/sharp = 0, var/edge = 0)
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/mob/living/carbon/human/take_organ_damage(var/brute, var/burn, var/sharp = FALSE, var/edge = FALSE)
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var/list/obj/item/organ/external/parts = get_damageable_organs()
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if(!parts.len) return
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var/obj/item/organ/external/picked = pick(parts)
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@@ -391,7 +391,7 @@ In most cases it makes more sense to use apply_damage() instead! And make sure t
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if(update) UpdateDamageIcon()
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// damage MANY external organs, in random order
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/mob/living/carbon/human/take_overall_damage(var/brute, var/burn, var/sharp = 0, var/edge = 0, var/used_weapon = null)
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/mob/living/carbon/human/take_overall_damage(var/brute, var/burn, var/sharp = FALSE, var/edge = FALSE, var/used_weapon = null)
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if(status_flags & GODMODE) return //godmode
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var/list/obj/item/organ/external/parts = get_damageable_organs()
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var/update = 0
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@@ -448,7 +448,7 @@ This function restores all organs.
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return organs_by_name[zone]
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*/
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/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
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/mob/living/carbon/human/apply_damage(var/damage = 0, var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/sharp = FALSE, var/edge = FALSE, var/obj/used_weapon = null)
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if(Debug2)
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to_world_log("## DEBUG: human/apply_damage() was called on [src], with [damage] damage, an armor value of [blocked], and a soak value of [soaked].")
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@@ -8,7 +8,7 @@
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Returns
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0, var/obj/used_weapon = null)
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/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = FALSE, var/edge = FALSE, var/obj/used_weapon = null)
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if(Debug2)
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to_world_log("## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked].")
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if(!damage || (blocked >= 100))
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@@ -1,5 +1,5 @@
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//Redefining some robot procs, since drones can't be repaired and really shouldn't take component damage.
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/mob/living/silicon/robot/drone/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/used_weapon = null)
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/mob/living/silicon/robot/drone/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = FALSE, var/used_weapon = null)
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bruteloss += brute
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fireloss += burn
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@@ -11,7 +11,7 @@
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if(bruteloss<0) bruteloss = 0
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if(fireloss<0) fireloss = 0
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/mob/living/silicon/robot/drone/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/emp = 0)
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/mob/living/silicon/robot/drone/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = FALSE, var/emp = 0)
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take_overall_damage(brute,burn)
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/mob/living/silicon/robot/drone/heal_organ_damage(var/brute, var/burn)
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@@ -62,7 +62,7 @@
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var/datum/robot_component/picked = pick(parts)
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picked.heal_damage(brute,burn)
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/mob/living/silicon/robot/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/edge = 0, var/emp = 0)
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/mob/living/silicon/robot/take_organ_damage(var/brute = 0, var/burn = 0, var/sharp = FALSE, var/edge = FALSE, var/emp = 0)
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var/list/components = get_damageable_components()
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if(!components.len)
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return
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@@ -110,7 +110,7 @@
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parts -= picked
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/mob/living/silicon/robot/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = 0, var/used_weapon = null)
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/mob/living/silicon/robot/take_overall_damage(var/brute = 0, var/burn = 0, var/sharp = FALSE, var/used_weapon = null)
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if(status_flags & GODMODE) return //godmode
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var/list/datum/robot_component/parts = get_damageable_components()
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