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* OOP'ed ear damages/deafness status updating
* Silicons are now immuned to ear damages/deafness * Only living mobs can now take ear damages/be deafened * Simple animals are now healing ear damages/deafness at the same rate as other living mobs * Fixes being able to hear AI announcements when deaf
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@@ -58,8 +58,7 @@
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if(!ear_safety)
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M.Stun(max(10/distance, 3))
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M.Weaken(max(10/distance, 3))
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M.ear_damage += rand(0, 5)
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M.ear_deaf = max(M.ear_deaf,15)
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M.setEarDamage(M.ear_damage + rand(0, 5), max(M.ear_deaf,15))
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if (M.ear_damage >= 15)
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M << "<span class='warning'>Your ears start to ring badly!</span>"
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if(!banglet && !(istype(src , /obj/item/weapon/grenade/flashbang/clusterbang)))
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