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- Fixes #2669
- Re-orders code in simple_animal/vox.dm death() to be the same as it was previously, so that the Vox Armalis actually display a visible_message on death.
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@@ -99,6 +99,14 @@
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if(F.on)
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G.toggle_gunlight()
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G.visible_message("<span class='danger'>[G]'s light fades and turns off.</span>")
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else if(istype(I, /obj/item/clothing/head/hardhat)) //There really needs to be a better way to handle this.
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var/obj/item/clothing/head/hardhat/hhat = I
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if(hhat.on)
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hhat.on = 0
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hhat.set_light(0)
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hhat.icon_state = "hardhat0_[hhat.item_color]"
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hhat.item_state = "hardhat0_[hhat.item_color]"
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hhat.visible_message("<span class='danger'>[hhat]'s light fades and turns off.</span>")
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return I.light_range
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/obj/effect/proc_holder/spell/aoe_turf/veil/proc/extinguishMob(var/mob/living/H)
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@@ -25,9 +25,9 @@
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/mob/living/simple_animal/vox/armalis/death(gibbed)
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if(!gibbed)
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stat = DEAD
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visible_message("<span class='danger'>[src] shudders violently and explodes!</B>","\red <B>You feel your body rupture!</span>")
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explosion(get_turf(loc), -1, -1, 3, 5)
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gib()
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visible_message("<span class='danger'>[src] shudders violently and explodes!</B>","\red <B>You feel your body rupture!</span>")
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return
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return ..()
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