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Changes how clumsy checks are handled (#6299)
This pr adds the is_clumsy check, that checks if the mob has the mutation or if they are drunk enough. This fixes a bug where mobs would still have the clumsy mutation due to drinking.
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@@ -142,7 +142,7 @@
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to_chat(A, "<span class='warning'>[A.martial_art.no_guns_message]</span>")
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return 0
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if((CLUMSY in M.mutations) && prob(40)) //Clumsy handling
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if((M.is_clumsy()) && prob(40)) //Clumsy handling
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var/obj/P = consume_next_projectile()
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if(P)
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if(process_projectile(P, user, user, pick("l_foot", "r_foot")))
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