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Custom_emote now used in place of emote("me")
Also fixes some emotes which didn't actually exist for their respective characters. Left untouched: Jungle mobs, whatever those are supposed to be.
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@@ -290,7 +290,7 @@ datum/reagent/fartonium/on_mob_life(var/mob/living/M as mob)
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M << "<span class = 'danger'>Something isn't right!"
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M.adjustBruteLoss(1)
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if(2)
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M.emote("me",1,"strains, but nothing happens.")
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M.custom_emote(1,"strains, but nothing happens.")
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M.adjustBruteLoss(2)
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if(3)
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M.emote("scream")
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