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The Big Wound Removal (#332)
* CBT from wikipedia the free encylopedia at en.wikipedia.org * aeiou * removes more scar related stuff. * yeaahhhh... pain * fixes gauze, shooting yourself, and heparin. * extra bleeding on neck slice
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_maps/map_files/PubbyStation/PubbyStation.dmm

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},
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/obj/effect/turf_decal/tile/blue,
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/obj/item/surgicaldrill,
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/obj/item/bonesetter,
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/turf/open/floor/iron/white,
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/area/medical/surgery)
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"ehK" = (
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dir = 4
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},
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/obj/effect/turf_decal/tile/blue,
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/obj/item/stack/medical/bone_gel,
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/obj/effect/turf_decal/tile/blue{
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dir = 8
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},

code/__DEFINES/DNA.dm

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#define AGENDER 16
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/// Do not draw eyes or eyeless overlay
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#define NOEYESPRITES 17
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/// Used for determining which wounds are applicable to this species.
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/// if we have flesh (can suffer slash/piercing/burn wounds, requires they don't have NOBLOOD)
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#define HAS_FLESH 18
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/// if we have bones (can suffer bone wounds)
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#define HAS_BONE 19
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///If we have a limb-specific overlay sprite
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#define HAS_MARKINGS 20
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#define HAS_MARKINGS 18
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/// Do not draw blood overlay
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#define NOBLOODOVERLAY 21
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#define NOBLOODOVERLAY 19
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///No augments, for monkeys in specific because they will turn into fucking freakazoids https://cdn.discordapp.com/attachments/326831214667235328/791313258912153640/102707682-fa7cad80-4294-11eb-8f13-8c689468aeb0.png
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#define NOAUGMENTS 22
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#define NOAUGMENTS 20
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//organ slots
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#define ORGAN_SLOT_ADAMANTINE_RESONATOR "adamantine_resonator"

code/__DEFINES/atmospherics.dm

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/// This also affects how fast the body normalises it's temperature when cold.
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/// 270k is about -3c, that is below freezing and would hurt over time.
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#define BODYTEMP_COLD_DAMAGE_LIMIT (BODYTEMP_NORMAL - 40)
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/// The body temperature limit the human body can take before it will take wound damage.
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#define BODYTEMP_HEAT_WOUND_LIMIT (BODYTEMP_NORMAL + 90) // 400.5 k
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/// The modifier on cold damage limit hulks get ontop of their regular limit
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#define BODYTEMP_HULK_COLD_DAMAGE_LIMIT_MODIFIER 25
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/// The modifier on cold damage hulks get.

code/__DEFINES/combat.dm

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#define ACID "acid"
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/// Involves magic.
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#define MAGIC "magic"
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/// Involved in checking the likelyhood of applying a wound to a mob.
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#define WOUND "wound"
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// Weather immunities //
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#define WEATHER_STORM "storm"

code/__DEFINES/dcs/signals.dm

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#define COMSIG_ON_CARBON_SLIP "carbon_slip"
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///When a carbon gets a vending machine tilted on them
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#define COMSIG_ON_VENDOR_CRUSH "carbon_vendor_crush"
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// /mob/living/carbon physiology signals
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#define COMSIG_CARBON_GAIN_WOUND "carbon_gain_wound" //from /datum/wound/proc/apply_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
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#define COMSIG_CARBON_LOSE_WOUND "carbon_lose_wound" //from /datum/wound/proc/remove_wound() (/mob/living/carbon/C, /datum/wound/W, /obj/item/bodypart/L)
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///from base of /obj/item/bodypart/proc/attach_limb(): (new_limb, special) allows you to fail limb attachment
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#define COMSIG_CARBON_ATTACH_LIMB "carbon_attach_limb"
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#define COMPONENT_NO_ATTACH (1<<0)
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#define COMSIG_CARBON_REMOVE_LIMB "carbon_remove_limb" //from base of /obj/item/bodypart/proc/drop_limb(special, dismembered)
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#define COMSIG_BODYPART_GAUZED "bodypart_gauzed" // from /obj/item/bodypart/proc/apply_gauze(/obj/item/stack/gauze)
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#define COMSIG_BODYPART_GAUZE_DESTROYED "bodypart_degauzed" // from [/obj/item/bodypart/proc/seep_gauze] when it runs out of absorption
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///from base of mob/living/carbon/soundbang_act(): (list(intensity))
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#define COMSIG_CARBON_SOUNDBANG "carbon_soundbang"

code/__DEFINES/misc.dm

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#define LOCATIONS_FILE "locations.json"
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#define WANTED_FILE "wanted_message.json"
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#define VISTA_FILE "steve.json"
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#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
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#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
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#define SCAR_LOC_FILE "wounds/scar_loc.json"
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#define EXODRONE_FILE "exodrone.json"
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#define CLOWN_NONSENSE_FILE "clown_nonsense.json"
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code/__DEFINES/mobs.dm

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#define TRAUMA_RESILIENCE_BASIC 1 //Curable with chems
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#define TRAUMA_RESILIENCE_SURGERY 2 //Curable with brain surgery
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#define TRAUMA_RESILIENCE_LOBOTOMY 3 //Curable with lobotomy
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#define TRAUMA_RESILIENCE_WOUND 4 //Curable by healing the head wound
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#define TRAUMA_RESILIENCE_MAGIC 5 //Curable only with magic
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#define TRAUMA_RESILIENCE_ABSOLUTE 6 //This is here to stay
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#define TRAUMA_RESILIENCE_MAGIC 4 //Curable only with magic
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#define TRAUMA_RESILIENCE_ABSOLUTE 5 //This is here to stay
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//Limit of traumas for each resilience tier
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#define TRAUMA_LIMIT_BASIC 3
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#define TRAUMA_LIMIT_SURGERY 2
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#define TRAUMA_LIMIT_WOUND 2
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#define TRAUMA_LIMIT_LOBOTOMY 3
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#define TRAUMA_LIMIT_MAGIC 3
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#define TRAUMA_LIMIT_ABSOLUTE INFINITY

code/__DEFINES/obj_flags.dm

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/// Flags for the gun_flags var for firearms
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#define TOY_FIREARM_OVERLAY (1<<0) // If update_overlay would add some indicator that the gun is a toy, like a plastic cap on a pistol
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/// Flags for sharpness in obj/item
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#define SHARP_EDGED (1<<0)
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#define SHARP_POINTY (1<<1)
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/// Sharpness in obj/item
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#define SHARP_POINTY 1
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#define SHARP_EDGED 2

code/__DEFINES/status_effects.dm

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#define STATUS_EFFECT_ANTIMAGIC /datum/status_effect/antimagic //grants antimagic (and reapplies if lost) for the duration
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#define STATUS_EFFECT_DETERMINED /datum/status_effect/determined //currently in a combat high from being seriously wounded
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#define STATUS_EFFECT_LIGHTNINGORB /datum/status_effect/lightningorb //Speed from a lightning orb!
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#define STATUS_EFFECT_MAYHEM /datum/status_effect/mayhem //Total bloodbath. Activated by orb of mayhem pickup/bottle of mayhem item.

code/__DEFINES/tools.dm

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#define TOOL_DRILL "drill"
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#define TOOL_SCALPEL "scalpel"
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#define TOOL_SAW "saw"
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#define TOOL_BONESET "bonesetter"
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#define TOOL_KNIFE "knife"
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#define TOOL_BLOODFILTER "bloodfilter"
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#define TOOL_ROLLINGPIN "rollingpin"

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