part 2
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@@ -31,14 +31,35 @@
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else if(get_bodypart(BODY_ZONE_HEAD))
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. += "<span class='deadsay'>It appears that [t_his] brain is missing...</span>"
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var/list/missing = get_missing_limbs()
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var/list/msg = list("<span class='warning'>")
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var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)
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var/list/disabled = list()
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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if(BP.disabled)
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disabled += BP
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missing -= BP.body_zone
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for(var/obj/item/I in BP.embedded_objects)
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if(I.isEmbedHarmless())
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msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] stuck to [t_his] [BP.name]!</B>\n"
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else
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msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
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for(var/X in disabled)
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var/obj/item/bodypart/BP = X
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var/damage_text
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if(!(BP.get_damage(include_stamina = FALSE) >= BP.max_damage)) //Stamina is disabling the limb
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damage_text = "limp and lifeless"
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else
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damage_text = (BP.brute_dam >= BP.burn_dam) ? BP.heavy_brute_msg : BP.heavy_burn_msg
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msg += "<B>[capitalize(t_his)] [BP.name] is [damage_text]!</B>\n"
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for(var/t in missing)
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if(t==BODY_ZONE_HEAD)
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. += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B></span>"
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msg += "<span class='deadsay'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
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continue
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. += "<span class='warning'><B>[t_His] [parse_zone(t)] is missing!</B></span>"
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msg += "<span class='warning'><B>[t_His] [parse_zone(t)] is missing!</B></span>\n"
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var/list/msg = list()
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var/temp = getBruteLoss()
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if(!(user == src && src.hal_screwyhud == SCREWYHUD_HEALTHY)) //fake healthy
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if(temp)
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