first port
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@@ -94,7 +94,9 @@
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//We want an accurate reading of .len
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listclearnulls(BP.embedded_objects)
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temp_bleed += 0.5 * BP.embedded_objects.len
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for(var/obj/item/embeddies in BP.embedded_objects)
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if(!embeddies.is_embed_harmless())
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temp_bleed += 0.5
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if(brutedamage >= 20)
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temp_bleed += (brutedamage * 0.013)
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@@ -159,7 +159,10 @@
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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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msg += "<B>[t_He] [t_has] \a [icon2html(I, user)] [I] embedded in [t_his] [BP.name]!</B>\n"
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if(I.is_embed_harmless())
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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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@@ -220,22 +220,7 @@
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var/obj/item/I = locate(href_list["embedded_object"]) in L.embedded_objects
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if(!I || I.loc != src) //no item, no limb, or item is not in limb or in the person anymore
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return
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var/time_taken = I.embedding.embedded_unsafe_removal_time/I.w_class //Citadel Change from * to /
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usr.visible_message("<span class='warning'>[usr] attempts to remove [I] from [usr.p_their()] [L.name].</span>","<span class='notice'>You attempt to remove [I] from your [L.name]... (It will take [DisplayTimeText(time_taken)].)</span>")
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if(do_after(usr, time_taken, needhand = 1, target = src))
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remove_embedded_unsafe(L, I, usr)
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/* CITADEL EDIT: remove_embedded_unsafe replaces this code
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if(!I || !L || I.loc != src || !(I in L.embedded_objects))
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return
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L.embedded_objects -= I
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L.receive_damage(I.embedding.embedded_unsafe_removal_pain_multiplier*I.w_class)//It hurts to rip it out, get surgery you dingus.
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I.forceMove(get_turf(src))
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usr.put_in_hands(I)
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usr.emote("scream")
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usr.visible_message("[usr] successfully rips [I] out of [usr.p_their()] [L.name]!","<span class='notice'>You successfully remove [I] from your [L.name].</span>")
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if(!has_embedded_objects())
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clear_alert("embeddedobject")
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SEND_SIGNAL(usr, COMSIG_CLEAR_MOOD_EVENT, "embedded") */
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SEND_SIGNAL(src, COMSIG_HUMAN_EMBED_RIP, I, L)
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return
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if(href_list["item"])
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@@ -620,7 +620,10 @@
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to_send += "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name] [HAS_TRAIT(src, TRAIT_SELF_AWARE) ? "has" : "is"] [status].</span>\n"
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for(var/obj/item/I in LB.embedded_objects)
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to_send += "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>\n"
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if(I.is_embed_harmless())
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to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] stuck to your [LB.name]!</a>")
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else
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to_chat(src, "\t <a href='?src=[REF(src)];embedded_object=[REF(I)];embedded_limb=[REF(LB)]' class='warning'>There is \a [I] embedded in your [LB.name]!</a>")
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for(var/t in missing)
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to_send += "<span class='boldannounce'>Your [parse_zone(t)] is missing!</span>\n"
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@@ -35,10 +35,6 @@
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//heart attack stuff
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handle_heart()
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if(stat != DEAD)
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//Stuff jammed in your limbs hurts
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handle_embedded_objects()
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//Update our name based on whether our face is obscured/disfigured
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name = get_visible_name()
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@@ -303,25 +299,6 @@
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return TRUE
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return ..()
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/mob/living/carbon/human/proc/handle_embedded_objects()
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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for(var/obj/item/I in BP.embedded_objects)
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if(prob(I.embedding.embedded_pain_chance))
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BP.receive_damage(I.w_class*I.embedding.embedded_pain_multiplier)
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to_chat(src, "<span class='userdanger'>[I] embedded in your [BP.name] hurts!</span>")
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if(prob(I.embedding.embedded_fall_chance))
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BP.receive_damage(I.w_class*I.embedding.embedded_fall_pain_multiplier)
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BP.embedded_objects -= I
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I.forceMove(drop_location())
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I.unembedded()
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visible_message("<span class='danger'>[I] falls out of [name]'s [BP.name]!</span>","<span class='userdanger'>[I] falls out of your [BP.name]!</span>")
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if(!has_embedded_objects())
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clear_alert("embeddedobject")
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SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "embedded")
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/mob/living/carbon/human/proc/handle_active_genes()
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if(HAS_TRAIT(src, TRAIT_MUTATION_STASIS))
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return
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@@ -124,9 +124,12 @@
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return TRUE
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var/dtype = BRUTE
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var/volume = I.get_volume_by_throwforce_and_or_w_class()
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SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, impacting_zone)
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dtype = I.damtype
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var/nosell_hit = SEND_SIGNAL(I, COMSIG_MOVABLE_IMPACT_ZONE, src, zone, throwingdatum) // TODO: find a better way to handle hitpush and skipcatch for humans
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if(nosell_hit)
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skipcatch = TRUE
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hitpush = FALSE
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dtype = I.damtype
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if (I.throwforce > 0) //If the weapon's throwforce is greater than zero...
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if (I.throwhitsound) //...and throwhitsound is defined...
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playsound(loc, I.throwhitsound, volume, 1, -1) //...play the weapon's throwhitsound.
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