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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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@@ -852,12 +852,12 @@ GLOBAL_PROTECT(AdminProcCallSpamPrevention)
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if(!SSticker)
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alert("Wait until the game starts")
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return
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if(istype(M, /mob/living/carbon))
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if(ishuman(M))
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M.dna.SetSEState(block,!M.dna.GetSEState(block))
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genemutcheck(M,block,null,MUTCHK_FORCED)
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singlemutcheck(M, block, MUTCHK_FORCED)
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M.update_mutations()
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var/state="[M.dna.GetSEState(block)?"on":"off"]"
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var/blockname=GLOB.assigned_blocks[block]
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var/state = "[M.dna.GetSEState(block) ? "on" : "off"]"
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var/blockname = GLOB.assigned_blocks[block]
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message_admins("[key_name_admin(src)] has toggled [M.key]'s [blockname] block [state]!")
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log_admin("[key_name(src)] has toggled [M.key]'s [blockname] block [state]!")
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else
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