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Fixes some overlay screwery on death and revival (#15192)
* Toggles fullscreens off/on on death/revival instead of deleting them Fixes a lot of issues regarding fullscreens (vulpkanin NV/welding shield overlay vanishing, crit overlay not persisting on defib) * Restores blind effect when defibrillated back to life Fixes issue where the blind overlay wouldn't appear when defibrillated, even though the patient is unconscious/blind
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@@ -428,8 +428,8 @@
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H.adjustBruteLoss(tobehealed)
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user.visible_message("<span class='boldnotice'>[defib] pings: Resuscitation successful.</span>")
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playsound(get_turf(src), 'sound/machines/defib_success.ogg', 50, 0)
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H.update_revive(FALSE)
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H.KnockOut(FALSE)
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H.update_revive()
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H.KnockOut()
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H.Paralyse(5)
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H.emote("gasp")
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if(tplus > tloss)
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@@ -108,7 +108,7 @@
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if(SSticker && SSticker.mode)
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SSblackbox.ReportDeath(src)
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/mob/living/carbon/human/update_revive()
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/mob/living/carbon/human/update_revive(updating)
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. = ..()
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if(. && healthdoll)
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// We're alive again, so re-build the entire healthdoll
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@@ -67,7 +67,7 @@
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if(mind && suiciding)
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mind.suicided = TRUE
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reset_perspective(null)
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clear_fullscreens()
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hud_used?.reload_fullscreen()
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update_sight()
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update_action_buttons_icon()
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@@ -61,6 +61,7 @@
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update_blind_effects()
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update_sight()
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updatehealth("update revive")
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hud_used?.reload_fullscreen()
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SEND_SIGNAL(src, COMSIG_LIVING_REVIVE, updating)
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for(var/s in ownedSoullinks)
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