* Scannable rework
Makes scannable have tiers.
WIP
* Some more adjustments
* Scanning
* Bodyscanner
* Some more fixes
Fixes amatoxin
Fixes synap not processing when drank
Makes fakedeath show up as braindeath, not massive O2 loss.
Makes zombie and lich powder show time of death properly
* Scanners for fakedeath
* This too
* Refactors bloodloss
* rounding
* Surgery fixes
* Update organs_internal.dm
* bonebreaking!
* Mend the bone
* magic numbeers
* Update implant.dm
* Update implant.dm
* Update implant.dm
* Fixes the germs on internal organs
* Peri is needed again
* Optimize this
This was runtiming when you attempted to target a limb that was amputated.
Also optimizes the code a bit.
* Set to the correct open stage.
* Update medical_issues.dm
* Surgery Defines
Adds some defines to surgery to make it easier to track how 'open' someone is instead of magical numbers.
* Make frankensurgery less punishing
Makes frankensurgery less painful.
Resleeving is a thing and is MUCH easier to do.
Having brain surgery apply a permanent debuff to people just means that the 'ideal' thing is to always resleeve/clone. This gets rid of the debuff.
* Setting vital in a few places
* Makes infected wounds not kill in stomachs
Wounds still accumulate in stomachs, BUT the germ level of the external organ won't increase while being digested, meaning you won't get massive infections while doing a long-digestion scene.
It was done here instead of in handle_germ_effects() so you can't just eat someone with major infections and act as a statis stomach.
* Internal bleeding tweaks
Makes internal bleeding slower if you have the IB cure (myelamine)
Makes internal bleeding not get worse if you have the dermal equivalents of bicard+inaprovaline
* Update neck.dm
* Some more aggressive reform healing
Makes reform healing do some more healing to bring them back. Instead of healing just 6, heals a flat 25 now of brute, fire, clone, and toxins.
It then sees if you're 'below revival point' and if so, it gives you a much stronger heal to ENSURE you are brought back.
* forgor to check this in the .dmi
This is what happens when you have minitest selected and have your .dme ignored by default!
* Update blood.dm
* this comment is no longer relevent
We have LVADs now!
* Makes tourettes not trigger more if you have slow pulse
This was presumably meant to increase your chance of a tic if you have a higher pulse, not if you have a slower/more calm pulse.
* More edits
* Update generic.dm
* Add status effect signals
* fix illegal assignments
* remote view drops on status effects
* missed
* protect turf decouple
* don't bother if we will just restart it anyway
* don't remove
* equiping items should end view too
* inconsistent login behavior
* this is triggering during laggy attach
* seems fixed
* keep order
* docing
* typo
* better doc
* lets try this
* keep old remote views for the decoupling
* Fixes some medical issue stuff
Fixed medical issues not proccing for species that can't be infected.
Fixed medical issues so that they can be cured by ingested reagents too.
* Make the symptoms less frequent
* dizzy and jitter component
* no need for set_jittery
* minimize proc differences
* not needed
* jitter
* match old behavior
* jitter medical issue fix
I was so caught up in testing the complicated stuff that I neglected to properly test some of the symptoms and got my mins and maxes confused!
Fixed some symptoms doing doing nothing and added a couple more options.
* WIP medical issue GM tool
* Progress
* Basics are now working
* Surgery!
Needs more testing for each step, but the few I tried worked fine.
* body scanner complete
* Completed and tested!
* Fixes my terrible TGUI stuff