bugfixes
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@@ -762,6 +762,89 @@
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..()
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/mob/living/carbon/human/check_self_for_injuries()
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if(stat == DEAD || stat == UNCONSCIOUS)
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return
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visible_message("<span class='notice'>[src] examines [p_them()]self.</span>", \
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"<span class='notice'>You check yourself for injuries.</span>")
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var/list/missing = list(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
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for(var/X in bodyparts)
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var/obj/item/bodypart/LB = X
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missing -= LB.body_zone
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if(LB.is_pseudopart) //don't show injury text for fake bodyparts; ie chainsaw arms or synthetic armblades
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continue
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var/self_aware = FALSE
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if(HAS_TRAIT(src, TRAIT_SELF_AWARE))
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self_aware = TRUE
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var/limb_max_damage = LB.max_damage
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var/status = ""
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var/brutedamage = LB.brute_dam
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var/burndamage = LB.burn_dam
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if(hallucination)
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if(prob(30))
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brutedamage += rand(30,40)
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if(prob(30))
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burndamage += rand(30,40)
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if(HAS_TRAIT(src, TRAIT_SELF_AWARE))
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status = "[brutedamage] brute damage and [burndamage] burn damage"
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if(!brutedamage && !burndamage)
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status = "no damage"
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else
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if(brutedamage > 0)
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status = LB.light_brute_msg
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if(brutedamage > (limb_max_damage*0.4))
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status = LB.medium_brute_msg
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if(brutedamage > (limb_max_damage*0.8))
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status = LB.heavy_brute_msg
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if(brutedamage > 0 && burndamage > 0)
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status += " and "
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if(burndamage > (limb_max_damage*0.8))
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status += LB.heavy_burn_msg
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else if(burndamage > (limb_max_damage*0.2))
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status += LB.medium_burn_msg
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else if(burndamage > 0)
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status += LB.light_burn_msg
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if(status == "")
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status = "OK"
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var/no_damage
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if(status == "OK" || status == "no damage")
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no_damage = TRUE
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var/isdisabled = " "
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if(LB.is_disabled())
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isdisabled = " is disabled "
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if(no_damage)
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isdisabled += " but otherwise "
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else
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isdisabled += " and "
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to_chat(src, "\t <span class='[no_damage ? "notice" : "warning"]'>Your [LB.name][isdisabled][self_aware ? " has " : " is "][status].</span>")
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for(var/thing in LB.wounds)
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var/datum/wound/W = thing
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var/msg
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switch(W.severity)
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if(WOUND_SEVERITY_TRIVIAL)
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msg = "\t <span class='danger'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)].</span>"
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if(WOUND_SEVERITY_MODERATE)
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msg = "\t <span class='warning'>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</span>"
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if(WOUND_SEVERITY_SEVERE)
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msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!</b></span>"
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if(WOUND_SEVERITY_CRITICAL)
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msg = "\t <span class='warning'><b>Your [LB.name] is suffering [W.a_or_from] [lowertext(W.name)]!!</b></span>"
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to_chat(src, msg)
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for(var/obj/item/I in LB.embedded_objects)
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if(I.isEmbedHarmless())
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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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/mob/living/carbon/human/damage_clothes(damage_amount, damage_type = BRUTE, damage_flag = 0, def_zone)
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if(damage_type != BRUTE && damage_type != BURN)
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