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## About The Pull Request It's just a partial cleanup of anti-[STYLE](https://github.com/tgstation/tgstation/blob/master/.github/guides/STYLE.md) code from /tg/'s ancient history. I compiled & tested with my helpful assistant and damage is still working. <img width="1920" height="1040" alt="image" src="https://github.com/user-attachments/assets/26dabc17-088f-4008-b299-3ff4c27142c3" /> I'll upload the .cs script I used to do it shortly. ## Why It's Good For The Game Just minor code cleanup. Script used is located at https://metek.tech/camelTo-Snake.7z EDIT 11/23/25: Updated the script to use multithreading and sequential scan so it works a hell of a lot faster ``` /* // Copyright 2025 Joshua 'Joan Metekillot' Kidder This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see <https://www.gnu.org/licenses/>. // */ using System.Text.RegularExpressions; class Program { static async Task Main(string[] args) { var readFile = new FileStreamOptions { Access = FileAccess.Read, Share = FileShare.ReadWrite, Options = FileOptions.Asynchronous | FileOptions.SequentialScan }; FileStreamOptions writeFile = new FileStreamOptions { Share = FileShare.ReadWrite, Access = FileAccess.ReadWrite, Mode = FileMode.Truncate, Options = FileOptions.Asynchronous }; RegexOptions regexOptions = RegexOptions.Multiline | RegexOptions.Compiled; Dictionary<string, int> changedProcs = new(); string regexPattern = @"(?<=\P{L})([a-z]+)([A-Z]{1,2}[a-z]+)*(Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss)([A-Z]{1,2}[a-z]+)*"; Regex camelCaseProcRegex = new(regexPattern, regexOptions); string snakeify(Match matchingRegex) { var vals = matchingRegex.Groups.Cast<Group>().SelectMany(_ => _.Captures).Select(_ => _.Value).ToArray(); var newVal = string.Join("_", vals.Skip(1).ToArray()).ToLower(); string logString = $"{vals[0]} => {newVal}"; if (changedProcs.TryGetValue(logString, out int value)) { changedProcs[logString] = value + 1; } else { changedProcs.Add(logString, 1); } return newVal; } var dmFiles = Directory.EnumerateFiles(".", "*.dm", SearchOption.AllDirectories).ToAsyncEnumerable<string>(); // uses default ParallelOptions // https://learn.microsoft.com/en-us/dotnet/api/system.threading.tasks.paralleloptions?view=net-10.0#main await Parallel.ForEachAsync(dmFiles, async (filePath, UnusedCancellationToken) => { var reader = new StreamReader(filePath, readFile); string oldContent = await reader.ReadToEndAsync(); string newContent = camelCaseProcRegex.Replace(oldContent, new MatchEvaluator((Func<Match, string>)snakeify)); if (oldContent != newContent) { var writer = new StreamWriter(filePath, writeFile); await writer.WriteAsync(newContent); await writer.DisposeAsync(); } reader.Dispose(); }); var logToList = changedProcs.Cast<KeyValuePair<string, int>>().ToList(); foreach (var pair in logToList) { Console.WriteLine($"{pair.Key}: {pair.Value} locations"); } } } ``` ## Changelog 🆑 Bisar code: All (Brute|Burn|Fire|Tox|Oxy|Organ|Stamina)(Loss) procs now use snake_case, in-line with the STYLE guide. Underscores rule! /🆑
187 lines
7.1 KiB
Plaintext
187 lines
7.1 KiB
Plaintext
/// If a beat is missed, how long to give before the next is missed
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#define MANUAL_HEART_GRACE_PERIOD 2 SECONDS
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/**
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* Manual heart pumping component. Requires the holder to pump their heart manually every
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* so often or die.
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*
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* Mainly used by the cursed heart.
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*/
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/datum/component/manual_heart
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/// The action for pumping your heart
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var/datum/action/cooldown/manual_heart/pump_action
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/// Cooldown before harm is caused to the owner
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COOLDOWN_DECLARE(heart_timer)
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/// If true, add a screen tint on the next process
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var/add_colour = TRUE
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/// How long between needed pumps; you can pump one second early
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var/pump_delay = 3 SECONDS
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/// How much blood volume you lose every missed pump, this is a flat amount not a percentage!
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var/blood_loss = BLOOD_VOLUME_NORMAL * 0.2 // 20% of normal volume, missing five pumps is instant death
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//How much to heal per pump - negative numbers harm the owner instead
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/// The amount of brute damage to heal per pump
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var/heal_brute = 0
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/// The amount of burn damage to heal per pump
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var/heal_burn = 0
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/// The amount of oxygen damage to heal per pump
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var/heal_oxy = 0
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/datum/component/manual_heart/Initialize(pump_delay = 3 SECONDS, blood_loss = BLOOD_VOLUME_NORMAL * 0.2, heal_brute = 0, heal_burn = 0, heal_oxy = 0)
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//Non-Carbon mobs can't have hearts, and should never receive this component.
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if (!iscarbon(parent))
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stack_trace("Manual Heart component added to [parent] ([parent?.type]) which is not a /mob/living/carbon subtype.")
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return COMPONENT_INCOMPATIBLE
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src.pump_delay = pump_delay
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src.blood_loss = blood_loss
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src.heal_brute = heal_brute
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src.heal_burn = heal_burn
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src.heal_oxy = heal_oxy
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pump_action = new(src)
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/datum/component/manual_heart/Destroy()
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QDEL_NULL(pump_action)
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return ..()
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/datum/component/manual_heart/RegisterWithParent()
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RegisterSignal(parent, COMSIG_CARBON_LOSE_ORGAN, PROC_REF(check_removed_organ))
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RegisterSignal(parent, COMSIG_CARBON_GAIN_ORGAN, PROC_REF(check_added_organ))
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RegisterSignal(parent, COMSIG_HEART_MANUAL_PULSE, PROC_REF(on_pump))
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RegisterSignal(parent, COMSIG_LIVING_UPDATE_BLOOD_STATUS, PROC_REF(on_update_blood_status))
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pump_action.cooldown_time = pump_delay - (1 SECONDS) //you can pump up to a second early
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pump_action.Grant(parent)
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var/mob/living/carbon/carbon_parent = parent
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var/obj/item/organ/heart/parent_heart = carbon_parent.get_organ_slot(ORGAN_SLOT_HEART)
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if(parent_heart && CAN_HAVE_BLOOD(carbon_parent) && carbon_parent.stat != DEAD)
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START_PROCESSING(SSdcs, src)
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COOLDOWN_START(src, heart_timer, pump_delay)
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to_chat(parent, span_userdanger("Your heart no longer beats automatically! You have to pump it manually - otherwise you'll die!"))
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/datum/component/manual_heart/UnregisterFromParent()
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UnregisterSignal(parent, list(COMSIG_CARBON_GAIN_ORGAN, COMSIG_CARBON_LOSE_ORGAN, COMSIG_HEART_MANUAL_PULSE, COMSIG_LIVING_REVIVE, COMSIG_LIVING_DEATH, COMSIG_LIVING_UPDATE_BLOOD_STATUS))
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to_chat(parent, span_userdanger("You feel your heart start beating normally again!"))
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var/mob/living/carbon/carbon_parent = parent
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if(istype(carbon_parent))
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carbon_parent.remove_client_colour(REF(src))
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/datum/component/manual_heart/proc/restart()
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SIGNAL_HANDLER
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if(!check_valid())
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return
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COOLDOWN_START(src, heart_timer, pump_delay)
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pump_action.build_all_button_icons(UPDATE_BUTTON_STATUS) //make sure the action button always shows as available when it is
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START_PROCESSING(SSdcs, src)
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/datum/component/manual_heart/proc/pause()
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SIGNAL_HANDLER
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pump_action.build_all_button_icons(UPDATE_BUTTON_STATUS)
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var/mob/living/carbon/carbon_parent = parent
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if(istype(carbon_parent))
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carbon_parent.remove_client_colour(REF(src)) //prevents red overlay from getting stuck
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STOP_PROCESSING(SSdcs, src)
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/// Worker proc that checks logic for if a pump can happen, and applies effects from doing so
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/datum/component/manual_heart/proc/on_pump(mob/owner)
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COOLDOWN_START(src, heart_timer, pump_delay)
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playsound(owner,'sound/effects/singlebeat.ogg', 40, TRUE)
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var/mob/living/carbon/carbon_owner = owner
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if(!CAN_HAVE_BLOOD(carbon_owner))
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return
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carbon_owner.adjust_blood_volume(blood_loss * 0.5)
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carbon_owner.remove_client_colour(REF(src))
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add_colour = TRUE
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carbon_owner.adjust_brute_loss(-heal_brute)
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carbon_owner.adjust_fire_loss(-heal_burn)
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carbon_owner.adjust_oxy_loss(-heal_oxy)
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/datum/component/manual_heart/process()
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var/mob/living/carbon/carbon_parent = parent
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//If they aren't connected, don't kill them.
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if(!carbon_parent.client)
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COOLDOWN_START(src, heart_timer, pump_delay)
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return
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if(!COOLDOWN_FINISHED(src, heart_timer))
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return
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carbon_parent.adjust_blood_volume(-blood_loss)
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to_chat(carbon_parent, span_userdanger("You have to keep pumping your blood!"))
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COOLDOWN_START(src, heart_timer, MANUAL_HEART_GRACE_PERIOD) //give two full seconds before losing more blood
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if(add_colour)
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carbon_parent.add_client_colour(/datum/client_colour/manual_heart_blood, REF(src))
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add_colour = FALSE
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/datum/component/manual_heart/proc/on_update_blood_status(datum/source, had_blood, has_blood, new_blood_volume, old_blood_volume)
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SIGNAL_HANDLER
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if (has_blood)
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restart()
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else
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pause()
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///If a new heart is added, start processing.
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/datum/component/manual_heart/proc/check_added_organ(mob/organ_owner, obj/item/organ/new_organ)
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SIGNAL_HANDLER
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var/obj/item/organ/heart/new_heart = new_organ
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if(!istype(new_heart) || !check_valid())
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return
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COOLDOWN_START(src, heart_timer, pump_delay)
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pump_action.build_all_button_icons(UPDATE_BUTTON_STATUS)
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var/mob/living/carbon/carbon_parent = parent
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if(istype(carbon_parent))
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carbon_parent.remove_client_colour(REF(src)) //prevents red overlay from getting stuck
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START_PROCESSING(SSdcs, src)
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///If the heart is removed, stop processing.
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/datum/component/manual_heart/proc/check_removed_organ(mob/organ_owner, obj/item/organ/removed_organ)
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SIGNAL_HANDLER
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var/obj/item/organ/heart/removed_heart = removed_organ
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if(istype(removed_heart))
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pump_action.build_all_button_icons(UPDATE_BUTTON_STATUS)
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STOP_PROCESSING(SSdcs, src)
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///Helper proc to check if processing can be restarted.
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/datum/component/manual_heart/proc/check_valid()
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var/mob/living/carbon/carbon_parent = parent
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var/obj/item/organ/heart/parent_heart = carbon_parent.get_organ_slot(ORGAN_SLOT_HEART)
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return !isnull(parent_heart) && CAN_HAVE_BLOOD(carbon_parent) && carbon_parent.stat != DEAD
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///Action to pump your heart. Cooldown will always be set to 1 second less than the pump delay.
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/datum/action/cooldown/manual_heart
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name = "Pump your blood"
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cooldown_time = 2 SECONDS
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check_flags = NONE
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button_icon = 'icons/obj/medical/organs/organs.dmi'
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button_icon_state = "cursedheart-off"
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/datum/action/cooldown/manual_heart/Activate(atom/atom_target)
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. = ..()
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SEND_SIGNAL(owner, COMSIG_HEART_MANUAL_PULSE)
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///The action button is only available when you're a living carbon with blood and a heart.
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/datum/action/cooldown/manual_heart/IsAvailable(feedback = FALSE)
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var/mob/living/carbon/heart_haver = owner
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if(!istype(heart_haver) || !CAN_HAVE_BLOOD(heart_haver) || heart_haver.stat == DEAD)
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return FALSE
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var/obj/item/organ/heart/heart_havers_heart = heart_haver.get_organ_slot(ORGAN_SLOT_HEART)
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if(isnull(heart_havers_heart))
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return FALSE
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return ..()
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#undef MANUAL_HEART_GRACE_PERIOD
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