443a4501ec
* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside: * X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment) * damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging. - some bugfixes with gibspawner effects. - monkey's bodyparts can be dismembered and are used to create its icon. - brains are no longer carbons. - all carbon have bodyparts that can be dropped when the mob is gibbed. - adminspawned bodyparts now have a default icon. - robotic parts are now a child of bodyparts. - health analyzer on alien/monkey shows damage on each limb - added admin option to add/remove bodyparts for all carbon (instead of just remove on humans) - Fixes keycheck message spam for janicart and all when trying to move. - Fixes bug with buckling to a scooter while limbless. - removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value) - Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb. - Fixes mini uzi icon when empty and no mag (typo). - I renamed and changed a bit check_eye_prot and ear prot - renamed flash_eyes to flash_act() - I made a soundbang_act() similar to flash_act but for loud bangs. - added a gib and dust animation to larva. - husked monkeys - no damage overlay for husk or skeleton. - damage overlay for robotic limb now. - no damage overlay when organic bodypart husked. - one handed human with a bloody hand still get a bloody single hand overlay. - fix admin heal being unable to heal robotic bodyparts. - slightly touched robotic bodypart sprites (head one pixel too high) - Fixes 18532 "beheaded husk has hair". - Fixes 18584 "Ling stasis appearance bug" - no more eyes or lipstick on husks. - can remove flashes/wires/cells from robot chest and head with crowbar. - Fixes not being able to surgically amputate robotic arm/leg. * More merge conflict fixes and adding the new files I forgot to add. * of course I forgot birdstation * More typos and stuff I forgot to undo. * Fixing a typo in examine.dm Removing an unnecessary check. Making admin heal regenerate limbs on all carbons. Monkey-human transformation now transfer missing limbs info and presence of a cavity implant. NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species. Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code) * Fixing more conflicts with remie's multihands PR. * Fixes runtime with hud when calling build_hand_slots(). Fixes lightgeist healing not working. Fixes null.handle_fall() runtimes with pirate mobs. Fixes typo in has_left_hadn() and has_right_hand(). * Derp, forgot to remove debug message.
225 lines
6.3 KiB
Plaintext
225 lines
6.3 KiB
Plaintext
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/*
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apply_damage(a,b,c)
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args
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a:damage - How much damage to take
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b:damage_type - What type of damage to take, brute, burn
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c:def_zone - Where to take the damage if its brute or burn
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Returns
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standard 0 if fail
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*/
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/mob/living/proc/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = 0)
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var/hit_percent = (100-blocked)/100
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if(!damage || (hit_percent <= 0))
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return 0
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switch(damagetype)
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if(BRUTE)
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adjustBruteLoss(damage * hit_percent)
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if(BURN)
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adjustFireLoss(damage * hit_percent)
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if(TOX)
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adjustToxLoss(damage * hit_percent)
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if(OXY)
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adjustOxyLoss(damage * hit_percent)
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if(CLONE)
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adjustCloneLoss(damage * hit_percent)
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if(STAMINA)
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adjustStaminaLoss(damage * hit_percent)
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return 1
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/mob/living/proc/apply_damages(brute = 0, burn = 0, tox = 0, oxy = 0, clone = 0, def_zone = null, blocked = 0, stamina = 0)
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if(blocked >= 100)
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return 0
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if(brute)
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apply_damage(brute, BRUTE, def_zone, blocked)
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if(burn)
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apply_damage(burn, BURN, def_zone, blocked)
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if(tox)
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apply_damage(tox, TOX, def_zone, blocked)
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if(oxy)
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apply_damage(oxy, OXY, def_zone, blocked)
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if(clone)
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apply_damage(clone, CLONE, def_zone, blocked)
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if(stamina)
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apply_damage(stamina, STAMINA, def_zone, blocked)
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return 1
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/mob/living/proc/apply_effect(effect = 0,effecttype = STUN, blocked = 0)
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var/hit_percent = (100-blocked)/100
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if(!effect || (hit_percent <= 0))
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return 0
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switch(effecttype)
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if(STUN)
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Stun(effect * hit_percent)
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if(WEAKEN)
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Weaken(effect * hit_percent)
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if(PARALYZE)
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Paralyse(effect * hit_percent)
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if(IRRADIATE)
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radiation += max(effect * hit_percent, 0)
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if(SLUR)
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slurring = max(slurring,(effect * hit_percent))
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if(STUTTER)
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if(status_flags & CANSTUN) // stun is usually associated with stutter
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stuttering = max(stuttering,(effect * hit_percent))
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if(EYE_BLUR)
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blur_eyes(effect * hit_percent)
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if(DROWSY)
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drowsyness = max(drowsyness,(effect * hit_percent))
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if(JITTER)
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if(status_flags & CANSTUN)
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jitteriness = max(jitteriness,(effect * hit_percent))
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return 1
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/mob/living/proc/apply_effects(stun = 0, weaken = 0, paralyze = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0)
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if(blocked >= 100)
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return 0
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if(stun)
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apply_effect(stun, STUN, blocked)
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if(weaken)
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apply_effect(weaken, WEAKEN, blocked)
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if(paralyze)
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apply_effect(paralyze, PARALYZE, blocked)
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if(irradiate)
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apply_effect(irradiate, IRRADIATE, blocked)
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if(slur)
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apply_effect(slur, SLUR, blocked)
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if(stutter)
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apply_effect(stutter, STUTTER, blocked)
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if(eyeblur)
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apply_effect(eyeblur, EYE_BLUR, blocked)
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if(drowsy)
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apply_effect(drowsy, DROWSY, blocked)
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if(stamina)
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apply_damage(stamina, STAMINA, null, blocked)
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if(jitter)
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apply_effect(jitter, JITTER, blocked)
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return 1
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/mob/living/proc/getBruteLoss()
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return bruteloss
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/mob/living/proc/adjustBruteLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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bruteloss = Clamp((bruteloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/getOxyLoss()
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return oxyloss
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/mob/living/proc/adjustOxyLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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oxyloss = Clamp((oxyloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/setOxyLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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oxyloss = amount
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if(updating_health)
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updatehealth()
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/mob/living/proc/getToxLoss()
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return toxloss
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/mob/living/proc/adjustToxLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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toxloss = Clamp((toxloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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return amount
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/mob/living/proc/setToxLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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toxloss = amount
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if(updating_health)
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updatehealth()
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/mob/living/proc/getFireLoss()
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return fireloss
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/mob/living/proc/adjustFireLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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fireloss = Clamp((fireloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/getCloneLoss()
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return cloneloss
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/mob/living/proc/adjustCloneLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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cloneloss = Clamp((cloneloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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if(updating_health)
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updatehealth()
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/mob/living/proc/setCloneLoss(amount, updating_health=1)
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if(status_flags & GODMODE)
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return 0
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cloneloss = amount
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if(updating_health)
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updatehealth()
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/mob/living/proc/getBrainLoss()
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return brainloss
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/mob/living/proc/adjustBrainLoss(amount)
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if(status_flags & GODMODE)
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return 0
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brainloss = Clamp((brainloss + (amount * config.damage_multiplier)), 0, maxHealth*2)
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/mob/living/proc/setBrainLoss(amount)
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if(status_flags & GODMODE)
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return 0
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brainloss = amount
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/mob/living/proc/getStaminaLoss()
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return staminaloss
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/mob/living/proc/adjustStaminaLoss(amount, updating_stamina = 1)
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return
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/mob/living/proc/setStaminaLoss(amount, updating_stamina = 1)
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return
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// heal ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/heal_bodypart_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(-brute, 0) //zero as argument for no instant health update
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adjustFireLoss(-burn, 0)
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if(updating_health)
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updatehealth()
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// damage ONE external organ, organ gets randomly selected from damaged ones.
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/mob/living/proc/take_bodypart_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(brute, 0) //zero as argument for no instant health update
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adjustFireLoss(burn, 0)
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if(updating_health)
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updatehealth()
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// heal MANY bodyparts, in random order
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/mob/living/proc/heal_overall_damage(brute, burn, only_robotic = 0, only_organic = 1, updating_health = 1)
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adjustBruteLoss(-brute, 0) //zero as argument for no instant health update
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adjustFireLoss(-burn, 0)
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if(updating_health)
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updatehealth()
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// damage MANY bodyparts, in random order
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/mob/living/proc/take_overall_damage(brute, burn, updating_health = 1)
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adjustBruteLoss(brute, 0) //zero as argument for no instant health update
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adjustFireLoss(burn, 0)
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if(updating_health)
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updatehealth() |