time to make blood even more pain
This commit is contained in:
@@ -53,7 +53,7 @@
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replace_blood()
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return
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if(owner.blood_volume < BLOOD_VOLUME_OKAY)
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owner.blood_volume = BLOOD_VOLUME_NORMAL
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owner.integrating_blood = BLOOD_VOLUME_NORMAL
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to_chat(owner, "<span class='warning'>You feel your blood pulsing within you.</span>")
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return
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@@ -144,7 +144,7 @@
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owner.Stun(15)
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owner.adjustToxLoss(-15, TRUE, TRUE)
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owner.blood_volume = min(BLOOD_VOLUME_NORMAL, owner.blood_volume + 20)
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owner.integrating_blood = min(BLOOD_VOLUME_NORMAL, owner.blood_volume + 20)
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if(owner.blood_volume < BLOOD_VOLUME_NORMAL)
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keep_going = TRUE
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@@ -691,12 +691,12 @@
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if(H.blood_volume < (BLOOD_VOLUME_SAFE*H.blood_ratio))
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var/restore_blood = (BLOOD_VOLUME_SAFE*H.blood_ratio) - H.blood_volume
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if(uses*2 < restore_blood)
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H.blood_volume += uses*2
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H.integrating_blood += uses*2
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to_chat(user,"<span class='danger'>You use the last of your blood rites to restore what blood you could!</span>")
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uses = 0
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return ..()
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else
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H.blood_volume = (BLOOD_VOLUME_SAFE*H.blood_ratio)
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H.integrating_blood = (BLOOD_VOLUME_SAFE*H.blood_ratio)
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uses -= round(restore_blood/2)
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to_chat(user,"<span class='warning'>Your blood rites have restored [H == user ? "your" : "[H.p_their()]"] blood to safe levels!</span>")
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var/overall_damage = H.getBruteLoss() + H.getFireLoss() + H.getToxLoss() + H.getOxyLoss()
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@@ -222,7 +222,7 @@
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if(M.health < M.maxHealth)
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M.adjustHealth(-3)
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if(ishuman(L) && L.blood_volume < (BLOOD_VOLUME_NORMAL * L.blood_ratio))
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L.blood_volume += 1.0
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L.integrating_blood += 1.0
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CHECK_TICK
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if(last_corrupt <= world.time)
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var/list/validturfs = list()
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@@ -147,7 +147,7 @@
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carbon_target.blood_volume -= 20
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if(carbon_user.blood_volume < BLOOD_VOLUME_MAXIMUM) //we dont want to explode after all
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carbon_user.blood_volume += 20
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carbon_user.integrating_blood += 20
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return
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/obj/effect/proc_holder/spell/pointed/blood_siphon/can_target(atom/target, mob/user, silent)
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@@ -823,6 +823,7 @@
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dna.remove_mutation(HM.name)
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if(blood_volume < (BLOOD_VOLUME_NORMAL*blood_ratio))
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blood_volume = (BLOOD_VOLUME_NORMAL*blood_ratio)
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integrating_blood = 0
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..()
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/mob/living/carbon/human/check_weakness(obj/item/weapon, mob/living/attacker)
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@@ -1365,7 +1365,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names)
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/datum/species/proc/handle_chemicals(datum/reagent/chem, mob/living/carbon/human/H)
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if(chem.type == exotic_blood && !istype(exotic_blood, /datum/reagent/blood))
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H.blood_volume = min(H.blood_volume + round(chem.volume, 0.1), BLOOD_VOLUME_MAXIMUM)
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H.integrating_blood = min(H.blood_volume + round(chem.volume, 0.1), BLOOD_VOLUME_MAXIMUM)
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H.reagents.del_reagent(chem.type)
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return TRUE
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return FALSE
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@@ -56,16 +56,16 @@
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exotic_blood_color = "#" + H.dna.features["mcolor"]
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/datum/species/jelly/spec_life(mob/living/carbon/human/H)
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if(H.stat == DEAD || HAS_TRAIT(H, TRAIT_NOMARROW)) //can't farm slime jelly from a dead slime/jelly person indefinitely, and no regeneration for blooduskers
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if(H.stat == DEAD || HAS_TRAIT(H, TRAIT_NOMARROW)) //can't farm slime jelly from a dead slime/jelly person indefinitely, and no regeneration for bloodsuckers
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return
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if(!H.blood_volume)
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H.blood_volume += 5
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H.integrating_blood += 5
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H.adjustBruteLoss(5)
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to_chat(H, "<span class='danger'>You feel empty!</span>")
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if(H.blood_volume < (BLOOD_VOLUME_NORMAL * H.blood_ratio))
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if(H.nutrition >= NUTRITION_LEVEL_STARVING)
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H.blood_volume += 3
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H.integrating_blood += 3
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H.nutrition -= 2.5
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if(H.blood_volume < (BLOOD_VOLUME_OKAY*H.blood_ratio))
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if(prob(5))
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@@ -85,7 +85,7 @@
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consumed_limb.drop_limb()
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to_chat(H, "<span class='userdanger'>Your [consumed_limb] is drawn back into your body, unable to maintain its shape!</span>")
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qdel(consumed_limb)
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H.blood_volume += 20
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H.integrating_blood += 20
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////////////////////////////////////////////////////////SLIMEPEOPLE///////////////////////////////////////////////////////////////////
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@@ -154,7 +154,7 @@
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if(prob(5))
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to_chat(H, "<span class='notice'>You feel very bloated!</span>")
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else if(H.nutrition >= NUTRITION_LEVEL_WELL_FED)
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H.blood_volume += 3
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H.integrating_blood += 3
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H.nutrition -= 2.5
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..()
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@@ -113,7 +113,7 @@
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to_chat(victim, "<span class='danger'>[H] is draining your blood!</span>")
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to_chat(H, "<span class='notice'>You drain some blood!</span>")
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playsound(H, 'sound/items/drink.ogg', 30, 1, -2)
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victim.blood_volume = clamp(victim.blood_volume - drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
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victim.integrating_blood = clamp(victim.blood_volume - drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
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H.blood_volume = clamp(H.blood_volume + drained_blood, 0, BLOOD_VOLUME_MAXIMUM)
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if(!victim.blood_volume)
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to_chat(H, "<span class='warning'>You finish off [victim]'s blood supply!</span>")
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@@ -109,6 +109,7 @@
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var/stun_absorption = null //converted to a list of stun absorption sources this mob has when one is added
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var/blood_volume = 0 //how much blood the mob has
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var/integrating_blood = 0 //this is the variable you want to affect if you want to give the mob blood, this will slowly turn into normal blood, preventing some cheesyness
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var/blood_ratio = 1 //How much blood the mob needs, in terms of ratio (i.e 1.2 will require BLOOD_VOLUME_NORMAL of 672) DO NOT GO ABOVE 3.55 Well, actually you can but, then they can't get enough blood.
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var/obj/effect/proc_holder/ranged_ability //Any ranged ability the mob has, as a click override
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@@ -574,7 +574,7 @@ All effects don't start immediately, but rather get worse over time; the rate is
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if(AmBloodsucker(C))
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disgust_bloodsucker(FALSE, 1) //Bloodsuckers get SOME blood from it, for style reasons.
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if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
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C.blood_volume = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
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C.integrating_blood = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss.
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..()
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/datum/reagent/consumable/ethanol/brave_bull
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@@ -411,7 +411,7 @@
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var/amount_to_add = min(M.blood_volume, volume*5)
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var/new_blood_level = min(M.blood_volume + amount_to_add, maximum_reachable)
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last_added = new_blood_level - M.blood_volume
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M.blood_volume = new_blood_level + extra_regen
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M.integrating_blood = new_blood_level + extra_regen
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if(prob(33))
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M.adjustBruteLoss(-0.5*REM, 0)
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M.adjustFireLoss(-0.5*REM, 0)
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@@ -1274,7 +1274,7 @@
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M.adjustCloneLoss(-3*REM, FALSE)
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M.adjustStaminaLoss(-25*REM,FALSE)
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if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
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M.blood_volume += 40 // blood fall out man bad
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M.integrating_blood += 40 // blood fall out man bad
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..()
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. = 1
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@@ -1295,7 +1295,7 @@
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M.adjustCloneLoss(-1.25*REM, FALSE)
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M.adjustStaminaLoss(-4*REM,FALSE)
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if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
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M.blood_volume += 3
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M.integrating_blood += 3
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..()
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. = 1
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@@ -48,7 +48,7 @@
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var/mob/living/carbon/C = L
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var/blood_id = C.get_blood_id()
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if((HAS_TRAIT(C, TRAIT_NOMARROW) || blood_id == /datum/reagent/blood || blood_id == /datum/reagent/blood/jellyblood) && (method == INJECT || (method == INGEST && C.dna && C.dna.species && (DRINKSBLOOD in C.dna.species.species_traits))))
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C.blood_volume = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM * C.blood_ratio)
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C.integrating_blood = min(C.blood_volume + round(reac_volume, 0.1), BLOOD_VOLUME_MAXIMUM * C.blood_ratio)
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// we don't care about bloodtype here, we're just refilling the mob
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if(reac_volume >= 10 && istype(L) && method != INJECT)
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@@ -253,7 +253,7 @@
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/datum/reagent/water/on_mob_life(mob/living/carbon/M)
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. = ..()
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if(M.blood_volume)
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M.blood_volume += 0.1 // water is good for you!
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M.integrating_blood += 0.1 // water is good for you!
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/*
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* Water reaction to turf
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@@ -368,7 +368,7 @@
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/datum/reagent/water/holywater/on_mob_life(mob/living/carbon/M)
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if(M.blood_volume)
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M.blood_volume += 0.1 // water is good for you!
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M.integrating_blood += 0.1 // water is good for you!
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if(!data)
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data = list("misc" = 1)
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data["misc"]++
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@@ -454,7 +454,7 @@
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M.adjustBruteLoss(-2, FALSE)
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M.adjustFireLoss(-2, FALSE)
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if(ishuman(M) && M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio))
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M.blood_volume += 3
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M.integrating_blood += 3
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else // Will deal about 90 damage when 50 units are thrown
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
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M.adjustToxLoss(2, FALSE)
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@@ -1144,7 +1144,7 @@
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if((HAS_TRAIT(C, TRAIT_NOMARROW)))
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return
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if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio))
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C.blood_volume += 0.25
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C.integrating_blood += 0.25
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..()
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/datum/reagent/iron/reaction_mob(mob/living/M, method=TOUCH, reac_volume)
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@@ -2550,7 +2550,7 @@
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M.adjustBruteLoss(-3, FALSE)
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M.adjustFireLoss(-3, FALSE)
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if(ishuman(M) && M.blood_volume < BLOOD_VOLUME_NORMAL)
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M.blood_volume += 3
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M.integrating_blood += 3
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else
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M.adjustOrganLoss(ORGAN_SLOT_BRAIN, 3, 150)
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M.adjustToxLoss(2, FALSE)
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@@ -107,7 +107,7 @@
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/datum/nanite_program/blood_restoring/active_effect()
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if(iscarbon(host_mob))
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var/mob/living/carbon/C = host_mob
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C.blood_volume += 2
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C.integrating_blood += 2
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/datum/nanite_program/repairing
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name = "Mechanical Repair"
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@@ -322,7 +322,7 @@ Consuming extracts:
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playsound(get_turf(M), 'sound/effects/splat.ogg', 10, 1)
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if(iscarbon(M))
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var/mob/living/carbon/C = M
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C.blood_volume += 25 //Half a vampire drain.
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C.integrating_blood += 25 //Half a vampire drain.
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/obj/item/slimecross/consuming/green
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colour = "green"
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@@ -187,7 +187,7 @@
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switch(activation_type)
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if(SLIME_ACTIVATE_MINOR)
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user.adjust_nutrition(50)
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user.blood_volume += 50
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user.integrating_blood += 50
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to_chat(user, "<span class='notice'>You activate [src], and your body is refilled with fresh slime jelly!</span>")
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return 150
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@@ -605,7 +605,7 @@
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. = ..()
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if (breath)
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var/plasma_pp = breath.get_breath_partial_pressure(breath.get_moles(/datum/gas/plasma))
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owner.blood_volume += (0.2 * plasma_pp) // 10/s when breathing literally nothing but plasma, which will suffocate you.
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owner.integrating_blood += (0.2 * plasma_pp) // 10/s when breathing literally nothing but plasma, which will suffocate you.
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/obj/item/organ/lungs/yamerol
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name = "Yamerol lungs"
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