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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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@@ -217,7 +217,7 @@
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if(H.stat == DEAD)
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H.set_species(/datum/species/shadow)
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H.revive()
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H.mutations |= NOCLONE //Free revives, but significantly limits your options for reviving except via the crystal
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ADD_TRAIT(H, TRAIT_BADDNA, MAGIC_TRAIT) //Free revives, but significantly limits your options for reviving except via the crystal
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H.grab_ghost(force = TRUE)
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/obj/machinery/anomalous_crystal/helpers //Lets ghost spawn as helpful creatures that can only heal people slightly. Incredibly fragile and they can't converse with humans
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@@ -370,7 +370,7 @@
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if(isliving(A) && holder_animal)
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var/mob/living/L = A
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L.notransform = 1
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L.mutations |= MUTE
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ADD_TRAIT(L, TRAIT_MUTE, STASIS_MUTE)
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L.status_flags |= GODMODE
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L.mind.transfer_to(holder_animal)
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var/obj/effect/proc_holder/spell/targeted/exit_possession/P = new /obj/effect/proc_holder/spell/targeted/exit_possession
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@@ -380,7 +380,7 @@
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/obj/structure/closet/stasis/dump_contents(var/kill = 1)
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STOP_PROCESSING(SSobj, src)
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for(var/mob/living/L in src)
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L.mutations -=MUTE
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REMOVE_TRAIT(L, TRAIT_MUTE, STASIS_MUTE)
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L.status_flags &= ~GODMODE
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L.notransform = 0
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if(holder_animal && !QDELETED(holder_animal))
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