Classic fixes
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@@ -235,6 +235,7 @@
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if(delta > 0)
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if(damage >= maxHealth)
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organ_flags |= ORGAN_FAILING
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owner.med_hud_set_status()
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return now_failing
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if(damage > high_threshold && prev_damage <= high_threshold)
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return high_threshold_passed
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@@ -242,6 +243,7 @@
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return low_threshold_passed
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else
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organ_flags &= ~ORGAN_FAILING
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owner.med_hud_set_status()
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if(!owner)//Processing is stopped when the organ is dead and outside of someone. This hopefully should restart it if a removed organ is repaired outside of a body.
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START_PROCESSING(SSobj, src)
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if(prev_damage > low_threshold && damage <= low_threshold)
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@@ -368,12 +370,11 @@
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/obj/item/organ/random
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name = "Illegal organ"
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desc = "Something fucked up"
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desc = "Something hecked up"
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/obj/item/organ/random/Initialize()
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..()
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var/list = subtypesof(/obj/item/organ)
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list -= /obj/item/organ/random
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var/list = (/obj/item/organ/tongue, /obj/item/organ/brain, /obj/item/organ/heart, /obj/item/organ/liver, /obj/item/organ/ears, /obj/item/organ/eyes, /obj/item/organ/tail, /obj/item/organ/stomach)
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var/newtype = pick(list)
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new newtype(loc)
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return INITIALIZE_HINT_QDEL
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