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Runtime is now less spooky while dead or otherwise incapacitated.
Fixes #11950.
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@@ -46,16 +46,18 @@
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audible_emote(pick("hisses and spits!","mrowls fiercely!","eyes [snack] hungrily."))
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break
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if(!stat && !resting && !buckled)
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turns_since_scan++
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if (turns_since_scan > 5)
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walk_to(src,0)
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turns_since_scan = 0
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if(incapacitated())
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return
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turns_since_scan++
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if (turns_since_scan > 5)
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walk_to(src,0)
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turns_since_scan = 0
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if (flee_target) //fleeing takes precendence
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handle_flee_target()
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else
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handle_movement_target()
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if (flee_target) //fleeing takes precendence
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handle_flee_target()
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else
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handle_movement_target()
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if(prob(2)) //spooky
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var/mob/dead/observer/spook = locate() in range(src,5)
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