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https://github.com/CHOMPStation2/CHOMPStation2.git
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Rag Coding Fix
A quick one file fix to rags correcting the smothering action not checking if someone was wearing a protective helmet of some kind.
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@@ -109,29 +109,37 @@
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T.clean(src, user) //VOREStation Edit End
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/obj/item/weapon/reagent_containers/glass/rag/attack(atom/target as obj|turf|area, mob/user as mob , flag)
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if(isliving(target))
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if(isliving(target)) //Leaving this as isliving.
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var/mob/living/M = target
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if(on_fire)
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if(on_fire) //Check if rag is on fire, if so igniting them and stopping.
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user.visible_message("<span class='danger'>\The [user] hits [target] with [src]!</span>",)
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user.do_attack_animation(src)
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M.IgniteMob()
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else if(reagents.total_volume)
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if(user.zone_sel.selecting == O_MOUTH)
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user.do_attack_animation(src)
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user.visible_message(
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"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
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"<span class='warning'>You smother [target] with [src]!</span>",
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"You hear some struggling and muffled cries of surprise"
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)
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//it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now
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reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
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update_name()
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else if(user.zone_sel.selecting == O_MOUTH) //Check player target location, provided the rag is not on fire. Then check if mouth is exposed.
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if(ishuman(target)) //Added this since player species process reagents in majority of cases.
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var/mob/living/carbon/human/H = target
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if(H.head && (H.head.body_parts_covered & FACE)) //Check human head coverage.
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to_chat(user, "<span class='warning'>Remove their [H.head] first.</span>")
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return
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else if(reagents.total_volume) //Final check. If the rag is not on fire and their face is uncovered, smother target.
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user.do_attack_animation(src)
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user.visible_message(
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"<span class='danger'>\The [user] smothers [target] with [src]!</span>",
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"<span class='warning'>You smother [target] with [src]!</span>",
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"You hear some struggling and muffled cries of surprise"
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)
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//it's inhaled, so... maybe CHEM_BLOOD doesn't make a whole lot of sense but it's the best we can do for now
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reagents.trans_to_mob(target, amount_per_transfer_from_this, CHEM_BLOOD)
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update_name()
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else
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to_chat(user, "<span class='warning'>You can't smother this creature.</span>")
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else
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wipe_down(target, user)
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return
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return ..()
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to_chat(user, "<span class='warning'>You can't smother this creature.</span>")
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else
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wipe_down(target, user)
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else
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wipe_down(target, user)
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return
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/obj/item/weapon/reagent_containers/glass/rag/afterattack(atom/A as obj|turf|area, mob/user as mob, proximity)
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if(!proximity)
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