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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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@@ -19,7 +19,7 @@
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L.buckled = 0
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L.anchored = 0
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L.forceMove(src)
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L.mutations |= MUTE
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ADD_TRAIT(L, TRAIT_MUTE, STATUE_MUTE)
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max_integrity = L.health + 100 //stoning damaged mobs will result in easier to shatter statues
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intialTox = L.getToxLoss()
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intialFire = L.getFireLoss()
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@@ -68,7 +68,7 @@
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for(var/mob/living/M in src)
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M.forceMove(loc)
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M.mutations -= MUTE
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REMOVE_TRAIT(M, TRAIT_MUTE, STATUE_MUTE)
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M.take_overall_damage((M.health - obj_integrity - 100),0) //any new damage the statue incurred is transfered to the mob
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..()
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@@ -147,10 +147,10 @@
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if(voice_mutation)
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if(H.dna.GetSEState(voice_mutation))
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H.dna.SetSEState(voice_mutation, FALSE)
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genemutcheck(H, voice_mutation, null, MUTCHK_FORCED)
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singlemutcheck(H, voice_mutation, MUTCHK_FORCED)
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else
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H.dna.SetSEState(voice_mutation, TRUE)
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genemutcheck(H, voice_mutation, null, MUTCHK_FORCED)
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singlemutcheck(H, voice_mutation, MUTCHK_FORCED)
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if(voice_choice)
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curse(user)
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