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https://github.com/Aurorastation/Aurora.3.git
synced 2026-08-28 07:20:09 +01:00
Leave any sanity you had at the door step (#5885)
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@@ -93,8 +93,6 @@
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var/x2 = min(world.maxx, T.x + 8) & ~0xf
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var/y2 = min(world.maxy, T.y + 8) & ~0xf
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//world << "X1: [x1] - Y1: [y1] - X2: [x2] - Y2: [y2]"
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for(var/x = x1; x <= x2; x += 16)
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for(var/y = y1; y <= y2; y += 16)
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if(chunkGenerated(x, y, T.z))
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@@ -1106,38 +1106,7 @@
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src.custom_pain("You feel a stabbing pain in your chest!", 1)
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L.bruise()
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/*
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/mob/living/carbon/human/verb/simulate()
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set name = "sim"
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set background = 1
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var/damage = input("Wound damage","Wound damage") as num
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var/germs = 0
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var/tdamage = 0
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var/ticks = 0
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while (germs < 2501 && ticks < 100000 && round(damage/10)*20)
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log_misc("VIRUS TESTING: [ticks] : germs [germs] tdamage [tdamage] prob [round(damage/10)*20]")
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ticks++
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if (prob(round(damage/10)*20))
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germs++
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if (germs == 100)
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world << "Reached stage 1 in [ticks] ticks"
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if (germs > 100)
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if (prob(10))
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damage++
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germs++
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if (germs == 1000)
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world << "Reached stage 2 in [ticks] ticks"
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if (germs > 1000)
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damage++
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germs++
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if (germs == 2500)
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world << "Reached stage 3 in [ticks] ticks"
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world << "Mob took [tdamage] tox damage"
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*/
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//returns 1 if made bloody, returns 0 otherwise
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/mob/living/carbon/human/add_blood(mob/living/carbon/human/M as mob)
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if (!..())
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return 0
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@@ -606,7 +606,6 @@
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if (temp_adj > BODYTEMP_HEATING_MAX) temp_adj = BODYTEMP_HEATING_MAX
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if (temp_adj < BODYTEMP_COOLING_MAX) temp_adj = BODYTEMP_COOLING_MAX
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//world << "Breath: [breath.temperature], [src]: [bodytemperature], Adjusting: [temp_adj]"
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bodytemperature += temp_adj
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else if(breath.temperature >= species.heat_discomfort_level)
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@@ -773,19 +772,13 @@
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if(nutrition >= 2) //If we are very, very cold we'll use up quite a bit of nutriment to heat us up.
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adjustNutritionLoss(2)
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var/recovery_amt = max((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), BODYTEMP_AUTORECOVERY_MINIMUM)
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//world << "Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
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// log_debug("Cold. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
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bodytemperature += recovery_amt
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else if(species.cold_level_1 <= bodytemperature && bodytemperature <= species.heat_level_1)
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var/recovery_amt = body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR
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//world << "Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
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// log_debug("Norm. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
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bodytemperature += recovery_amt
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else if(bodytemperature > species.heat_level_1) //360.15 is 310.15 + 50, the temperature where you start to feel effects.
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//We totally need a sweat system cause it totally makes sense...~
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var/recovery_amt = min((body_temperature_difference / BODYTEMP_AUTORECOVERY_DIVISOR), -BODYTEMP_AUTORECOVERY_MINIMUM) //We're dealing with negative numbers
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//world << "Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]"
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// log_debug("Hot. Difference = [body_temperature_difference]. Recovering [recovery_amt]")
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bodytemperature += recovery_amt
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//This proc returns a number made up of the flags for body parts which you are protected on. (such as HEAD, UPPER_TORSO, LOWER_TORSO, etc. See setup.dm for the full list)
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@@ -208,7 +208,6 @@ default behaviour is:
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//sort of a legacy burn method for /electrocute, /shock, and the e_chair
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/mob/living/proc/burn_skin(burn_amount)
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if(istype(src, /mob/living/carbon/human))
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//world << "DEBUG: burn_skin(), mutations=[mutations]"
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if(mShock in src.mutations) //shockproof
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return 0
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if (COLD_RESISTANCE in src.mutations) //fireproof
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@@ -241,8 +240,6 @@ default behaviour is:
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temperature -= change
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if(actual < desired)
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temperature = desired
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// if(istype(src, /mob/living/carbon/human))
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// world << "[src] ~ [src.bodytemperature] ~ [temperature]"
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return temperature
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@@ -33,8 +33,6 @@
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adjustFireLoss(0)
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/mob/living/silicon/robot/proc/use_power()
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// Debug only
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// world << "DEBUG: life.dm line 35: cyborg use_power() called at tick [controller_iteration]"
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used_power_this_tick = 0
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for(var/V in components)
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var/datum/robot_component/C = components[V]
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@@ -12,22 +12,17 @@ Put (mob/proc)s here that are in dire need of a code cleanup.
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// This proc has some procs that should be extracted from it. I believe we can develop some helper procs from it - Rockdtben
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/mob/proc/contract_disease(var/datum/disease/virus, var/skip_this = 0, var/force_species_check=1, var/spread_type = -5)
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//world << "Contract_disease called by [src] with virus [virus]"
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if(stat >=2)
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//world << "He's dead jim."
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return
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if(istype(virus, /datum/disease/advance))
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//world << "It's an advance virus."
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var/datum/disease/advance/A = virus
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if(A.GetDiseaseID() in resistances)
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//world << "It resisted us!"
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return
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if(count_by_type(viruses, /datum/disease/advance) >= 3)
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return
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else
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if(src.resistances.Find(virus.type))
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//world << "Normal virus and resisted"
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return
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@@ -45,9 +40,6 @@ Put (mob/proc)s here that are in dire need of a code cleanup.
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if(fail) return
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if(skip_this == 1)
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//world << "infectin"
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//if(src.virus) < -- this used to replace the current disease. Not anymore!
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//src.virus.cure(0)
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var/datum/disease/v = new virus.type(1, virus, 0)
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src.viruses += v
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v.affected_mob = src
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@@ -56,26 +48,8 @@ Put (mob/proc)s here that are in dire need of a code cleanup.
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if(v.can_carry && prob(5))
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v.carrier = 1
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return
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//world << "Not skipping."
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//if(src.virus) //
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//return //
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/*
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var/list/clothing_areas = list()
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var/list/covers = list(UPPER_TORSO,LOWER_TORSO,LEGS,FEET,ARMS,HANDS)
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for(var/Covers in covers)
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clothing_areas[Covers] = list()
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for(var/obj/item/clothing/Clothing in src)
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if(Clothing)
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for(var/Covers in covers)
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if(Clothing&Covers)
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clothing_areas[Covers] += Clothing
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*/
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if(prob(15/virus.permeability_mod)) return //the power of immunity compels this disease! but then you forgot resistances
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//world << "past prob()"
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var/obj/item/clothing/Cl = null
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var/passed = 1
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@@ -145,49 +119,10 @@ Put (mob/proc)s here that are in dire need of a code cleanup.
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else
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src << "Something strange's going on, something's wrong."
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/*if("feet")
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if(H.shoes && istype(H.shoes, /obj/item/clothing/))
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Cl = H.shoes
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passed = prob(Cl.permeability_coefficient*100)
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//
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world << "Shoes pass [passed]"
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*/ //
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if(!passed && spread_type == AIRBORNE && !internals)
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passed = (prob((50*virus.permeability_mod) - 1))
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if(passed)
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//world << "Infection in the mob [src]. YAY"
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/*
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var/score = 0
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if(istype(src, /mob/living/carbon/human))
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if(src:gloves) score += 5
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if(istype(src:wear_suit, /obj/item/clothing/suit/space)) score += 10
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if(istype(src:wear_suit, /obj/item/clothing/suit/bio_suit)) score += 10
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if(istype(src:head, /obj/item/clothing/head/helmet/space)) score += 5
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if(istype(src:head, /obj/item/clothing/head/bio_hood)) score += 5
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if(wear_mask)
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score += 5
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if((istype(src:wear_mask, /obj/item/clothing/mask) || istype(src:wear_mask, /obj/item/clothing/mask/surgical)) && !internal)
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score += 5
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if(internal)
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score += 5
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if(score > 20)
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return
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else if(score == 20 && prob(95))
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return
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else if(score >= 15 && prob(75))
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return
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else if(score >= 10 && prob(55))
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return
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else if(score >= 5 && prob(35))
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return
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else if(prob(15))
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return
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else*/
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var/datum/disease/v = new virus.type(1, virus, 0)
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src.viruses += v
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v.affected_mob = src
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@@ -195,5 +130,3 @@ Put (mob/proc)s here that are in dire need of a code cleanup.
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v.holder = src
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if(v.can_carry && prob(5))
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v.carrier = 1
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return
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return
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