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more life
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@@ -33,43 +33,45 @@
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return
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if(!loc)
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return
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var/datum/gas_mixture/environment = loc.return_air()
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if(!IsInStasis())
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if(stat != DEAD)
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//Mutations and radiation
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handle_mutations_and_radiation()
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if(stat != DEAD)
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//Mutations and radiation
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handle_mutations_and_radiation()
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if(stat != DEAD)
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//Breathing, if applicable
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handle_breathing(times_fired)
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if(stat != DEAD)
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//Breathing, if applicable
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handle_breathing(times_fired)
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handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not.
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handle_diseases()// DEAD check is in the proc itself; we want it to spread even if the mob is dead, but to handle its disease-y properties only if you're not.
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if (QDELETED(src)) // diseases can qdel the mob via transformations
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return
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if (QDELETED(src)) // diseases can qdel the mob via transformations
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return
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if(stat != DEAD)
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//Random events (vomiting etc)
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handle_random_events()
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if(stat != DEAD)
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//Random events (vomiting etc)
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handle_random_events()
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//Handle temperature/pressure differences between body and environment
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var/datum/gas_mixture/environment = loc.return_air()
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if(environment)
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handle_environment(environment)
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//Handle temperature/pressure differences between body and environment
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if(environment)
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handle_environment(environment)
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//stuff in the stomach
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handle_stomach()
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handle_gravity()
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if(stat != DEAD)
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handle_traits() // eye, ear, brain damages
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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handle_fire()
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//stuff in the stomach
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handle_stomach()
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handle_gravity()
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if(machine)
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machine.check_eye(src)
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if(stat != DEAD)
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handle_traits() // eye, ear, brain damages
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if(stat != DEAD)
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handle_status_effects() //all special effects, stun, knockdown, jitteryness, hallucination, sleeping, etc
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if(stat != DEAD)
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return 1
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