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Bug fixes
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@@ -18,8 +18,11 @@
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if (!H.amputated)
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if ((health >= (config.health_threshold_dead/100*75)) && stat == DEAD) //need to get them 25% away from death point before reviving them
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dead_mob_list -= src
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respawnable_list -= src
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living_mob_list += src
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mob_list += src
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stat = CONSCIOUS
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ear_deaf = 0
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return
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/mob/living/carbon/human/getBrainLoss()
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@@ -1292,7 +1292,9 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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see_invisible = SEE_INVISIBLE_LIVING
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seer = 0
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var/tmp/has_ninja_mask = 0
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if(istype(wear_mask, /obj/item/clothing/mask/gas/voice/space_ninja))
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has_ninja_mask = 1
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var/obj/item/clothing/mask/gas/voice/space_ninja/O = wear_mask
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switch(O.mode)
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if(0)
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@@ -1305,7 +1307,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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if(1)
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see_in_dark = 5
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if(!druggy) see_invisible = SEE_INVISIBLE_LIVING
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if(!druggy) see_invisible = SEE_INVISIBLE_MINIMUM
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if(2)
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sight |= SEE_MOBS
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if(!druggy) see_invisible = SEE_INVISIBLE_LEVEL_TWO
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@@ -1340,7 +1342,7 @@ var/global/list/brutefireloss_overlays = list("1" = image("icon" = 'icons/mob/sc
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see_invisible = SEE_INVISIBLE_LIVING
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if(istype(O,/obj/item/clothing/glasses/hud/security/night) || istype(O,/obj/item/clothing/glasses/hud/health/night))
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see_invisible = SEE_INVISIBLE_MINIMUM
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else if(!seer)
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else if(!seer && !has_ninja_mask)
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see_in_dark = species.darksight
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see_invisible = SEE_INVISIBLE_LIVING
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@@ -633,12 +633,6 @@ obj/structure/cable/proc/cableColor(var/colorC)
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if(istype(M,/mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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H.updatehealth()
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if(istype(M,/mob/living/carbon/human/machine) && M.stat == 0) // If an IPC is brought back to life by welding it, which is possible, update the mob list
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if(M in dead_mob_list)
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dead_mob_list -= M
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respawnable_list -= M
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living_mob_list += M
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mob_list += M
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return
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else
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user << "Nothing to fix!"
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@@ -51,6 +51,7 @@
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var/drowsy = 0
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var/agony = 0
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var/embed = 0 // whether or not the projectile can embed itself in the mob
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var/forcedodge = 0
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proc/delete()
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@@ -82,9 +83,8 @@
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loc = A.loc
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return 0 //cannot shoot yourself
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if(bumped) return 0
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var/forcedodge = 0 // force the projectile to pass
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if(bumped)
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return 1
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bumped = 1
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if(firer && istype(A, /mob))
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var/mob/M = A
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@@ -137,9 +137,8 @@
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spawn(0)
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if(A)
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if(!forcedodge)
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forcedodge = A.bullet_act(src, def_zone) // searches for return value
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if(forcedodge == -1) // the bullet passes through a dense object!
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var/permutation = A.bullet_act(src, def_zone) // searches for return value, could be deleted after run so check A isn't null
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if(permutation == -1 || forcedodge)// the bullet passes through a dense object!
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bumped = 0 // reset bumped variable!
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if(istype(A, /turf))
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loc = A
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@@ -42,6 +42,7 @@
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icon_state = "xray"
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damage = 15
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irradiate = 30
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forcedodge = 1
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/obj/item/projectile/beam/pulse
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name = "pulse"
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