updates all BODYPART_ORGANIC occurances
:)
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@@ -80,7 +80,7 @@
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I.do_stagger_action(src, user, totitemdamage)
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if(I.force)
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apply_damage(totitemdamage, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness()) //CIT CHANGE - replaces I.force with totitemdamage
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if(I.damtype == BRUTE && affecting.status == BODYPART_ORGANIC)
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if(I.damtype == BRUTE && affecting.is_organic_limb(FALSE))
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var/basebloodychance = affecting.brute_dam + totitemdamage
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if(prob(basebloodychance))
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I.add_mob_blood(src)
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@@ -1651,7 +1651,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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var/bloody = 0
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if(((I.damtype == BRUTE) && I.force && prob(25 + (I.force * 2))))
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if(affecting.status == BODYPART_ORGANIC)
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if(affecting.is_organic_limb(FALSE))
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I.add_mob_blood(H) //Make the weapon bloody, not the person.
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if(prob(I.force * 2)) //blood spatter!
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bloody = 1
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@@ -688,7 +688,7 @@ use_mob_overlay_icon: if FALSE, it will always use the default_icon_file even if
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continue
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. += "-[BP.body_zone]"
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if(BP.status == BODYPART_ORGANIC)
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if(BP.is_organic_limb(FALSE))
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. += "-organic"
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else
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. += "-robotic"
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@@ -259,7 +259,7 @@
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. += "-digitigrade[BP.use_digitigrade]"
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if(BP.animal_origin)
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. += "-[BP.animal_origin]"
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if(BP.status == BODYPART_ORGANIC)
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if(BP.is_organic_limb(FALSE))
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. += "-organic"
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else
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. += "-robotic"
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