tg Code complete, now to bugtest and clear compile errors.
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@@ -26,5 +26,5 @@
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if(!HAS_TRAIT(wearer, TRAIT_DEAF))
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var/obj/item/organ/ears/ears = wearer.getorganslot(ORGAN_SLOT_EARS)
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if (ears)
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ears.deaf = max(ears.deaf - 1, (ears.ear_damage < UNHEALING_EAR_DAMAGE ? 0 : 1)) // Do not clear deafness while above the unhealing ear damage threshold
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ears.ear_damage = max(ears.ear_damage - 0.1, 0)
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ears.deaf = max(ears.deaf - 1, (ears.damage < ears.maxHealth ? 0 : 1)) // Do not clear deafness if our ears are too damaged
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ears.damage = max(ears.damage - 0.1, 0)
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@@ -50,9 +50,9 @@ Bonus
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if(5)
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if(power > 2)
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var/obj/item/organ/ears/ears = M.getorganslot(ORGAN_SLOT_EARS)
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if(istype(ears) && ears.ear_damage < UNHEALING_EAR_DAMAGE)
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if(istype(ears) && ears.damage < ears.maxHealth)
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to_chat(M, "<span class='userdanger'>Your ears pop painfully and start bleeding!</span>")
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ears.ear_damage = max(ears.ear_damage, UNHEALING_EAR_DAMAGE)
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ears.damage = max(ears.damage, ears.maxHealth)
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M.emote("scream")
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else
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to_chat(M, "<span class='userdanger'>Your ears pop and begin ringing loudly!</span>")
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@@ -100,8 +100,8 @@
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else if(M.eye_blind || M.eye_blurry)
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M.set_blindness(0)
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M.set_blurriness(0)
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else if(eyes.eye_damage > 0)
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M.adjust_eye_damage(-1)
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else if(eyes.damage > 0)
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eyes.applyOrganDamage(-1)
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else
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if(prob(base_message_chance))
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to_chat(M, "<span class='notice'>[pick("Your eyes feel great.","You feel like your eyes can focus more clearly.", "You don't feel the need to blink.","Your ears feel great.","Your healing feels more acute.")]</span>")
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to_chat(M, "<span class='notice'>[pick("Your eyes feel great.","You feel like your eyes can focus more clearly.", "You don't feel the need to blink.","Your ears feel great.","Your healing feels more acute.")]</span>")
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@@ -53,20 +53,20 @@ Bonus
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if(3, 4)
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to_chat(M, "<span class='warning'><b>Your eyes burn!</b></span>")
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M.blur_eyes(10)
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M.adjust_eye_damage(1)
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eyes.applyOrganDamage(1)
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else
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M.blur_eyes(20)
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M.adjust_eye_damage(5)
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if(eyes.eye_damage >= 10)
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eyes.applyOrganDamage(5)
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if(eyes.damage >= 10)
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M.become_nearsighted(EYE_DAMAGE)
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if(prob(eyes.eye_damage - 10 + 1))
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if(prob(eyes.damage - 10 + 1))
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if(!remove_eyes)
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if(!HAS_TRAIT(M, TRAIT_BLIND))
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to_chat(M, "<span class='userdanger'>You go blind!</span>")
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M.become_blind(EYE_DAMAGE)
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eyes.applyOrganDamage(eyes.maxHealth)
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else
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M.visible_message("<span class='warning'>[M]'s eyes fall off their sockets!</span>", "<span class='userdanger'>Your eyes fall off their sockets!</span>")
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eyes.Remove(M)
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eyes.forceMove(get_turf(M))
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else
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to_chat(M, "<span class='userdanger'>Your eyes burn horrifically!</span>")
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to_chat(M, "<span class='userdanger'>Your eyes burn horrifically!</span>")
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