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AmbiguousInOrder ODLint (#20046)
Enabled AmbiguousInOrder OpenDream linting to error out Fixed ambiguous orders with parenthesis to explicit orders No player facing changes
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@@ -81,7 +81,7 @@
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//see if we've identified anyone nearby
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if(world.time - last_bloodcall > bloodcall_interval && nearby_mobs.len)
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var/mob/living/carbon/human/M = pop(nearby_mobs)
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if(M in view(7,src) && M.health > 20)
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if((M in view(7,src)) && M.health > 20)
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if(prob(50))
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bloodcall(M)
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nearby_mobs.Add(M)
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