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Amputation Repair, Surgery adjustments, and amputation vision. (#19199)
* Fixes necrosis steps setting bone Makes it so you the 'cut away' step doesn't set bones to open. This is entirely a non-internal fix (you're working on the flesh, not the organs inside) so you don't need the bone retracted. * Update other.dm * Crowbar Augment * descriptors * Update carbon.dm * no typecasting * removes unused proc * Limb status * Makes butchering take time Gives a warning as well when starting it. * Update organ.dm * Update organ.dm * Closing surgical stages and desc. Opened organs have descriptions that they're opened. Organs inform you that they have SPECIAL MECHANICS THAT'VE BEEN IN FOR 10 YEARS that you can do to them. Allows fixing amputated organs A BUNCH of stuff * Update organ.dm * Keep the washing * Update external_repair.dm * Update other.dm * Organizes surgeries * fix a typo * Update surgery.dm * More surgery * Nerve Surgery Adds template for nerve surgery * Prevents pain from limbs that feel no pain * Update external_repair.dm
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@@ -195,6 +195,8 @@
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if(prob(30))
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burndamage += halloss
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*/
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//For reference, these will show up in game as:
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//"My X is: [DESCRIPTOR]"
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switch(brutedamage)
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if(1 to 20)
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status += "bruised"
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@@ -218,18 +220,18 @@
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if(org.dislocated == 1)
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status += "dislocated"
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if(org.status & ORGAN_BROKEN)
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status += "hurts when touched"
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status += "[can_feel_pain(org) ? "hurting and " : ""]abnormally bent"
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//infection stuff
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if(org.status & ORGAN_DEAD)
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status += "necrotic"
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else if(org.germ_level > INFECTION_LEVEL_TWO)
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status += "feels like it's on fire!"
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status += "burning and feels like it's on fire"
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else if(org.germ_level > INFECTION_LEVEL_TWO-INFECTION_LEVEL_ONE) //Early warning
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status += "warm to the touch"
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if(LAZYLEN(org.wounds))
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for(var/datum/wound/W in org.wounds)
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if(W.internal)
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status += "hurting with a slowly growing bruise"
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status += "[can_feel_pain(org) ? "hurting and " : ""]showing a slowly growing bruise"
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if(!org.is_usable() || org.is_dislocated())
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status += "dangling uselessly"
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if(status.len)
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@@ -262,9 +264,10 @@
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span_warning("You successfully pat out [src]'s flames."))
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src.extinguish_mob()
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else
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if (ishuman(src) && src:w_uniform)
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if (ishuman(src))
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var/mob/living/carbon/human/H = src
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H.w_uniform.add_fingerprint(M)
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if(H.w_uniform)
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H.w_uniform.add_fingerprint(M)
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var/show_ssd
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var/mob/living/carbon/human/H = src
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@@ -85,6 +85,8 @@
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for(var/obj/item/organ/external/O in organs)
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if(O.robotic >= ORGAN_ROBOT)
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continue //robot limbs don't count towards shock and crit
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if(!O.organ_can_feel_pain())
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continue //Limbs that can't feel pain don't count towards shock.
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amount += O.brute_dam
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return amount
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@@ -107,6 +109,8 @@
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for(var/obj/item/organ/external/O in organs)
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if(O.robotic >= ORGAN_ROBOT)
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continue //robot limbs don't count towards shock and crit
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if(!O.organ_can_feel_pain())
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continue //Limbs that can't feel pain don't count towards shock.
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amount += O.burn_dam
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return amount
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@@ -307,7 +307,7 @@
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return
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/mob/living/simple_mob/slime/promethean/get_description_info()
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/mob/living/simple_mob/slime/promethean/get_description_info(list/additional_information)
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return
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/mob/living/simple_mob/slime/promethean/init_vore(force)
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@@ -22,6 +22,8 @@
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if(ishuman(src))
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var/mob/living/carbon/human/M = src
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for(var/obj/item/organ/external/organ in M.organs)
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if(!organ.organ_can_feel_pain())
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continue
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if(organ.is_broken() || organ.open)
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src.traumatic_shock += 30
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else if(organ.is_dislocated())
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@@ -320,7 +320,7 @@
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return results
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/mob/living/simple_mob/slime/xenobio/get_description_info()
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/mob/living/simple_mob/slime/xenobio/get_description_info(list/additional_information)
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var/list/lines = list()
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var/intro_line = "Slimes are generally the test subjects of Xenobiology, with different colors having different properties. \
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They can be extremely dangerous if not handled properly."
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