Brain Traumas
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//Brain Traumas are the new actual brain damage. Brain damage itself acts as a way to acquire traumas: every time brain damage is dealt, there's a chance of receiving a trauma.
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//This chance gets higher the higher the mob's brainloss is. Removing traumas is a separate thing from removing brain damage: you can get restored to full brain operativity,
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//but keep the quirks, until repaired by mannitol (for mild/special ones) or brain surgery (for severe ones).
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/datum/brain_trauma
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var/name = "Brain Trauma"
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var/desc = "A trauma caused by brain damage, which causes issues to the patient."
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var/scan_desc = "a generic brain trauma" //description when detected by a health scanner
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var/mob/living/carbon/owner //the poor bastard
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var/obj/item/organ/brain/brain //the poor bastard's brain
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var/gain_text = "<span class='notice'>You feel traumatized.</span>"
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var/lose_text = "<span class='notice'>You no longer feel traumatized.</span>"
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var/can_gain = TRUE //can this be gained through random traumas?
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var/permanent = FALSE //can this be cured?
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/datum/brain_trauma/New(obj/item/organ/brain/B, _permanent)
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brain = B
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owner = B.owner
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permanent = _permanent
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if(owner)
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on_gain()
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/datum/brain_trauma/Destroy()
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brain.traumas -= src
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if(owner)
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on_lose()
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brain = null
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owner = null
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return ..()
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//Called on life ticks
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/datum/brain_trauma/proc/on_life()
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return
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//Called when given to a mob
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/datum/brain_trauma/proc/on_gain()
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to_chat(owner, gain_text)
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//Called when removed from a mob
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/datum/brain_trauma/proc/on_lose(silent)
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if(!silent)
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to_chat(owner, lose_text)
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//Called when hearing a spoken message
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/datum/brain_trauma/proc/on_hear(message, speaker, message_language, raw_message, radio_freq)
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return message
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//Called when speaking
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/datum/brain_trauma/proc/on_say(message)
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return message
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