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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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@@ -552,7 +552,7 @@
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stage = 3
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activate(var/mob/living/carbon/mob,var/multiplier)
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if(prob(30))
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mob.emote("me",1,"is sweating profusely!")
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mob.custom_emote(1,"is sweating profusely!")
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if(istype(mob.loc,/turf/simulated))
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var/turf/simulated/T = mob.loc
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@@ -583,7 +583,7 @@
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if(pick(0,1))
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mob.say(pick("Uh HUH!", "Thank you, Thank you very much...", "I ain't nothin' but a hound dog!", "Swing low, sweet chariot!"))
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else
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mob.emote("me",1,pick("curls his lip!", "gyrates his hips!", "thrusts his hips!"))
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mob.custom_emote(1,pick("curls his lip!", "gyrates his hips!", "thrusts his hips!"))
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if(istype(mob, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = mob
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if(H.species.name == "Human" && !(H.f_style == "Pompadour"))
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@@ -945,7 +945,7 @@ var/list/compatible_mobs = list(/mob/living/carbon/human)
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name = "Wheezing"
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stage = 1
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activate(var/mob/living/carbon/mob,var/multiplier)
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mob.emote("me",1,"wheezes.")
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mob.custom_emote(1,"wheezes.")
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/datum/disease2/effect/optimistic_minor
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