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[MIRROR] Adds a coder override emote so manual custom emotes work properly (#186)
* Adds a coder override emote so manual custom emotes work properly (#52602) * Adds a coder override emote to skip dumb shit with me * I know this sucks, I can't comprehend how to do this cleanly without a full rewrite * cleaner now * Adds a coder override emote so manual custom emotes work properly Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
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LemonInTheDark
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@@ -236,12 +236,12 @@ Behavior that's still missing from this component that original food items had t
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return
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var/mob/living/L = user
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if(bitecount == 0 || prob(50))
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L.emote("me", 1, "nibbles away at \the [parent]")
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L.manual_emote("nibbles away at \the [parent]")
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bitecount++
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. = COMPONENT_ITEM_NO_ATTACK
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L.taste(owner.reagents) // why should carbons get all the fun?
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if(bitecount >= 5)
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var/sattisfaction_text = pick("burps from enjoyment", "yaps for more", "woofs twice", "looks at the area where \the [parent] was")
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if(sattisfaction_text)
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L.emote("me", 1, "[sattisfaction_text]")
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L.manual_emote(sattisfaction_text)
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qdel(parent)
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