* Brain damage works on organ damage procs, some defib reworks
* Heart and Lung damaging effects and failure, liver damage and failure moved to its organ again
* Cleans up reused global
* Organ damage procs on living and living/carbon
* Changes brain damage procs again
* SR heals all organs on revive, no decay for cybernetic implants, stomach damage and fail effects.
* Damage and failure effects for the appendix, ears, and some touchups on the stomach
* Committing changes so I don't lose them
* Organs now cease decaying in the proper containers
* Organ Fridges
* Reverts map changes
* Adds coronary bypass, lobectomy, trying to deal with organ_stat runtime
* Actually fixes merge conflict
* Smartfridge tweaks
* Think I figured out map merger
* Evidently not
* Still runtiming with glass shards even after I remove the map changes?
* Fixes runtime error with brain_item
* Runtime fix on living/carbon/life
* Cleaning up old PR code
* Brain damage fix, moves defines to actually be in _DEFINES, under DNA since that's where organ slots were
* Wrong math operation used
* Brains in MMIs no longer decay
* Removes redundant variable, and defibs no longer work on heart attacks caused by failing hearts
* Removes misleading comment
* init freezes organs in case organ crates are added, morgue corpses are frozen, removes adjustLiverLoss
* Removes random spaces, scanners check brain damage severity now
* Swaps numbers for defines, fixes brain surgery, rebalances coronary bypass bleed since that was insane last I tested it
* List change
* Runs off of an index instead of using cut
* Brains can be put into organ fridges
* Fixes minor type, hotfix for cloning problem
* Removes pointless check
* Demon hearts no longer decay
* Nightmare hearts no longer decay
* Removes istype() check on process, sets can_decompose instead
* Condenses organ damage report
* Removes organ failure messages
* Less organ damage spam, implements organ threshold messages instead
* Brain damage messages go to owner, not source
* Self-examine shows damaged organs
* Minor code cleanup, adds autodoc comments to the new procs
* Inverts standard organ vars to prevent random organs decaying, adds a few more autodoc comments.
* Merged the booleans into a set of flags
* Healthy living improves organ healing rates
* dunno why this didn't update
* my actions have consequences
* Sets ORGAN_SYNTHETIC for overlooked robotics organs
* Doubles heart decay time
* 3 minute heart decay
* Lobectomy/Coronary_Bypass heal more
* removes hivemind spells from the changes
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
* Passes thrownthing to hitby
* Items now also pass thrownthing
* No longer uses default arguments
Also fixes bananium shield
* Adds more arguments to hitby calls
* Standardises throw_impact
* Clears up some loose ends
* Adds back wacky comment
* Reinstates can_push=FALSE on bananium shield
When making an e-lance, the recipe would try to use e-lances as an ingredient, only failing after the do_after() proc. This makes it so explosive lances aren't even considered as a possible ingredient for the recipe.
cl MrDoomBringer
fix: You will no longer attempt to use an explosive lance to craft an explosive lance
/cl
This PR also lays a foundation for blacklisting other subtypes in crafting recipes.
balance: Limbs no longer need to have full damage to be dismemberable, although more damage means higher dismemberment chance.
balance: Damaging limbs now only counts as 75% for the mob's total health. Bleeding still applies normally.
add: Limbs that reach max damage will now be disabled until they are healed to half health.
add: Disabled limbs work similarly to missing limbs, but they can still be used to wear items or handcuffs.
Fixes#38445
Always felt odd how reaching max damage on a limb had no consequence. Now it does.
Currently i only added effects for disabling arms and legs; "breaking" heads and torsos has no effect as of now.
* adds signal and modifies each call of afterattack to call it's inherited proc
* uses new macro for sendsignal()
* map fuck
* skip precommithooks
* combine and negate 2 ifs
* fix esword cig lighting message
`Jeb Ray swings their the energy sword. They light the cigarette in the process.` becomes `Jeb Ray swings their energy sword. They light their cigarette in the process.`
* fix desword cig lighting message
`Jeb Ray swings his the double-bladed energy sword (Wielded). he lights the cigarette in the process.` becomes `Jeb Ray swings their double-bladed energy sword (Wielded). They light their cigarette in the process.`
* check fix
* desword check fix
* suggested message replacement
* suggested message change desword
This way you can add/remove traits without fear of other sources overriding them. Now you can add TRAIT_STUNIMMUNE to somebody without what if hulk
Notable changes:
Fakedeath now updates instantly, instead of waiting for the next life tick.
Fakedeath now sets time of death when acquired.
Removed extremely snowflake code in reagents that checked if you had morphine to remove slow immunity and so on.
Hulk no longer overrides status_flag changes, in case there are any.
* Refactors disabilities into lists, allowing for independent disability sources
* defines
* Xhuiiiiissss
* living
* did that
* adjusted for traumas
* Updates pacifism and removed remove_all_disabilities from fully_heal to prevent issues.
* makes antur happy