scope creep lmao
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@@ -92,18 +92,18 @@
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on_death() //Kinda hate doing it like this, but I really don't want to call process directly.
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//Sources; life.dm process_organs
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/obj/item/organ/proc/on_death() //Runs when outside AND inside.
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/obj/item/organ/proc/on_death(seconds, times_fired) //Runs when outside AND inside.
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decay()
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//Applys the slow damage over time decay
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/obj/item/organ/proc/decay()
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/obj/item/organ/proc/decay(seconds, times_fired)
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if(!can_decay())
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STOP_PROCESSING(SSobj, src)
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return
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is_cold()
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if(organ_flags & ORGAN_FROZEN)
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return
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applyOrganDamage(maxHealth * decay_factor)
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applyOrganDamage(maxHealth * decay_factor * (seconds * 0.5))
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/obj/item/organ/proc/can_decay()
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if(CHECK_BITFIELD(organ_flags, ORGAN_NO_SPOIL | ORGAN_SYNTHETIC | ORGAN_FAILING))
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@@ -151,7 +151,7 @@
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organ_flags &= ~ORGAN_FROZEN
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return FALSE
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/obj/item/organ/proc/on_life() //repair organ damage if the organ is not failing or synthetic
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/obj/item/organ/proc/on_life(seconds, times_fired) //repair organ damage if the organ is not failing or synthetic
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if(organ_flags & ORGAN_FAILING || !owner)
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return FALSE
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if(organ_flags & ORGAN_SYNTHETIC_EMP) //Synthetic organ has been emped, is now failing.
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