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Permanent brain exposure fix
A fix too the permanent brain exposure glitch, now brain exposure can be fixed by setting the skull
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@@ -1480,6 +1480,14 @@
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update_hair()
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update_body()
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/mob/living/carbon/human/proc/unexpose_brain()
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var/datum/organ/external/head/H = get_organ("head")
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if(H)
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H.brained=0
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update_hair()
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update_body()
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/mob/living/carbon/human/canSingulothPull(var/obj/machinery/singularity/singulo)
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if(!..())
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return 0
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@@ -1665,4 +1673,4 @@
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return threatcount
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/mob/living/carbon/human/canBeHandcuffed()
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return 1
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return 1
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@@ -262,7 +262,7 @@ proc/get_damage_icon_part(damage_state, body_part)
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var/datum/organ/external/head/head = part
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if(head.brained==1)
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brain_showing = 1
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else brain_showing = 0
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if(part.status & ORGAN_DESTROYED)
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icon_key = "[icon_key]0"
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@@ -97,6 +97,7 @@
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user.visible_message("\blue [user] sets [target]'s skull with \the [tool]." , \
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"\blue You set [target]'s skull with \the [tool].")
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affected.stage = 2
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target.unexpose_brain()
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fail_step(mob/living/user, mob/living/carbon/human/target, target_zone, obj/item/tool)
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var/datum/organ/external/affected = target.get_organ(target_zone)
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