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First big chunk of the refactor
mid-refactor of `take_overall_damage` Fully refactors the (?:take|heal)_(?:overall|organ)_damage procs Allows the dead to examine Removes the `blinded` var Refactor cyborg components so vision loss is instant Robot life/death updates instantly Adds instant updates for damage overlays and HUD icons for humans Final reconciliation with the species refactor Adds a stat debugging system and debugging logs Also fixes instant death on species change "Debugging logs" are used for stuff an admin wouldn't care about but someone debugging would I used it to fix people dying instantly when changing species due to temporary deletion of the brain Fox's requests Adds a more careful updating system to our reagents system
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@@ -262,8 +262,9 @@
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return list()
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/mob/living/simple_animal/hostile/syndicate/ranged/wildwest/death(gibbed)
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if(!on_alert)
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// putting this up here so we don't say anything after deathgasp
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if(can_die() && !on_alert)
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say("How could you betray the Syndicate?")
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for(var/mob/living/simple_animal/hostile/syndicate/ranged/wildwest/W in living_mob_list)
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W.on_alert = TRUE
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..(gibbed)
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return ..(gibbed)
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