section one
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/datum/wound/loss
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name = "Dismembered"
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desc = "oof ouch!!"
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sound_effect = 'sound/effects/dismember.ogg'
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severity = WOUND_SEVERITY_LOSS
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threshold_minimum = 180
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status_effect_type = null
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scar_keyword = "dismember"
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wound_flags = null
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/// Our special proc for our special dismembering, the wounding type only matters for what text we have
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/datum/wound/loss/proc/apply_dismember(obj/item/bodypart/dismembered_part, wounding_type=WOUND_SLASH)
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if(!istype(dismembered_part) || !dismembered_part.owner || !(dismembered_part.body_zone in viable_zones) || isalien(dismembered_part.owner) || !dismembered_part.can_dismember())
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qdel(src)
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return
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already_scarred = TRUE // so we don't scar a limb we don't have. If I add different levels of amputation desc, do it here
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switch(wounding_type)
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if(WOUND_BLUNT)
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occur_text = "is shattered through the last bone holding it together, severing it completely!"
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if(WOUND_SLASH)
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occur_text = "is slashed through the last tissue holding it together, severing it completely!"
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if(WOUND_PIERCE)
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occur_text = "is pierced through the last tissue holding it together, severing it completely!"
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if(WOUND_BURN)
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occur_text = "is completely incinerated, falling to dust!"
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victim = dismembered_part.owner
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var/msg = "<span class='bolddanger'>[victim]'s [dismembered_part.name] [occur_text]!</span>"
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victim.visible_message(msg, "<span class='userdanger'>Your [dismembered_part.name] [occur_text]!</span>")
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limb = dismembered_part
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severity = WOUND_SEVERITY_LOSS
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second_wind()
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log_wound(victim, src)
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dismembered_part.dismember(wounding_type == WOUND_BURN ? BURN : BRUTE)
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qdel(src)
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