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Port Patch 1
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@@ -93,13 +93,11 @@
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var/footstep=0 // For clownshoe noises
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//deny_client_move=1 // HONK // Doesn't work right yet
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stop_automated_movement_when_pulled = 1
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stop_when_pulled = 1
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maxHealth = 30
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health = 30
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speed = 11
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var/brain_op_stage = 0.0 // Faking it
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harm_intent_damage = 1
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melee_damage_lower = 0
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melee_damage_upper = 0.1
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@@ -119,7 +117,6 @@
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heat_damage_per_tick = 15 //amount of damage applied if animal's body temperature is higher than maxbodytemp
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cold_damage_per_tick = 10 //same as heat_damage_per_tick, only if the bodytemperature it's lower than minbodytemp
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unsuitable_atoms_damage = 10
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mutations = list(M_CLUMSY)
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/mob/living/simple_animal/hostile/clown/cluwne/goblin
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name = "clown goblin"
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@@ -134,12 +131,24 @@
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maxHealth = 100
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health = 100
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size = 1
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environment_smash_flags = SMASH_LIGHT_STRUCTURES
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speed = 1
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turns_per_move = 1
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melee_damage_type = "BRAIN"
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//melee_damage_type = "BRAIN" //We dont have this for SA
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//Braindamage
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/mob/living/simple_animal/hostile/clown/cluwne/DoPunch(var/atom/A)
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. = ..()
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if(.) // If we succeeded in hitting.
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for(var/obj/machinery/light/light in range(5, src))
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light.flicker(10)
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playsound(light.loc, 'sound/items/bikehorn.ogg', 50, 10)
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if(isliving(A))
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var/mob/living/L = A
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L.adjustBrainLoss(rand(1,2))
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L.say("HONK!")
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playsound(L.loc, 'sound/items/bikehorn.ogg', 50, 10)
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/mob/living/simple_animal/hostile/retaliate/cluwne/goblin/attackby(obj/item/weapon/W, mob/user)
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if(istype(W,/obj/item/weapon/pen)) //Renaming
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