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Deathmatch modifiers (#81673)
## About The Pull Request This PR adds the base to simple modifiers that the host can select to make the minigame ~~worse~~ more entertaining for everyone. Here's the screenshot of the UI (without a few modifiers I added later):  ## Why It's Good For The Game I've seen this minigame is frankly popular lately, so I thought I could contribute to it. ## Changelog 🆑 add: Added 20+ modifiers to the deathmatch minigame, which can be enabled by the host. /🆑
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@@ -50,7 +50,7 @@
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AddElement(/datum/element/pet_bonus, "woofs happily!")
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AddElement(/datum/element/footstep, FOOTSTEP_MOB_CLAW)
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AddElement(/datum/element/unfriend_attacker, untamed_reaction = "%SOURCE% fixes %TARGET% with a look of betrayal.")
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AddComponent(/datum/component/tameable, food_types = list(/obj/item/food/meat/slab/human/mutant/skeleton, /obj/item/stack/sheet/bone), tame_chance = 30, bonus_tame_chance = 15, after_tame = CALLBACK(src, PROC_REF(tamed)), unique = FALSE)
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AddComponent(/datum/component/tameable, food_types = list(/obj/item/food/meat/slab/human/mutant/skeleton, /obj/item/stack/sheet/bone), tame_chance = 30, bonus_tame_chance = 15, unique = FALSE)
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AddComponent(/datum/component/obeys_commands, pet_commands)
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var/dog_area = get_area(src)
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for(var/obj/structure/bed/dogbed/dog_bed in dog_area)
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@@ -64,7 +64,7 @@
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speech.emote_see = string_list(list("shakes [p_their()] head.", "chases [p_their()] tail.","shivers."))
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///Proc to run on a successful taming attempt
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/mob/living/basic/pet/dog/proc/tamed(mob/living/tamer)
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/mob/living/basic/pet/dog/tamed(mob/living/tamer, atom/food)
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visible_message(span_notice("[src] licks at [tamer] in a friendly manner!"))
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/// A dog bone fully heals a dog, and befriends it if it's not your friend.
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