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Refactors DNA Mutations; Refactors Mutations to use Traits (#15483)
* Refactors Mutations * traits * more work * styling fix * yet even more work * oh hush * almost there * it continues yet further * and that's genetics done * and that's it folks * last bit and golem fixup * oof * oops * tweaks and fixes * styling
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@@ -68,12 +68,10 @@
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/obj/effect/mine/dnascramble/mineEffect(mob/living/victim)
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victim.rad_act(radiation_amount)
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if(ishuman(victim))
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var/mob/living/carbon/human/V = victim
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if(NO_DNA in V.dna.species.species_traits)
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return
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if(!victim.dna || HAS_TRAIT(victim, TRAIT_GENELESS))
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return
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randmutb(victim)
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domutcheck(victim ,null)
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domutcheck(victim)
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/obj/effect/mine/gas
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name = "oxygen mine"
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@@ -179,7 +177,7 @@
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if(!victim.client || !istype(victim))
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return
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to_chat(victim, "<span class='notice'>You feel fast!</span>")
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victim.status_flags |= GOTTAGOFAST
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ADD_TRAIT(victim, TRAIT_GOTTAGOFAST, "mine")
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spawn(duration)
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victim.status_flags &= ~GOTTAGOFAST
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REMOVE_TRAIT(victim, TRAIT_GOTTAGOFAST, "mine")
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to_chat(victim, "<span class='notice'>You slow down.</span>")
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