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Life refactor (#13471)
* Life Refactor WIP * part 2 * part 3 * runtime fix * newlines * tweaks * perspective checks * fixes * remote view tweaks * more fixes * robot fixes * better updating * cleaned up icon procs * less proc call overhead * performance gains * more optimization * shorter lists, removal of unecesary code * gene OOP and dna styling cleanup * oops * axe disabilities * typeless loop * various tweaks and fixes * brain checks * runtime fixes * cryo vision fixes
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@@ -173,23 +173,9 @@
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to_chat(C, "<span class='notice'>Death is not your end!</span>")
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spawn(rand(800,1200))
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if(C.stat == DEAD)
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GLOB.dead_mob_list -= C
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GLOB.living_mob_list += C
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C.stat = CONSCIOUS
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C.timeofdeath = 0
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C.setToxLoss(0)
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C.setOxyLoss(0)
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C.setCloneLoss(0)
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C.SetParalysis(0)
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C.SetStunned(0)
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C.SetWeakened(0)
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C.radiation = 0
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C.heal_overall_damage(C.getBruteLoss(), C.getFireLoss())
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C.reagents.clear_reagents()
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C.revive()
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to_chat(C, "<span class='notice'>You have regenerated.</span>")
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C.visible_message("<span class='warning'>[usr] appears to wake from the dead, having healed all wounds.</span>")
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C.update_canmove()
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return 1
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/obj/item/wildwest_communicator
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@@ -247,7 +233,7 @@
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used = TRUE
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/obj/item/wildwest_communicator/proc/stand_down()
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for(var/mob/living/simple_animal/hostile/syndicate/ranged/wildwest/W in GLOB.living_mob_list)
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for(var/mob/living/simple_animal/hostile/syndicate/ranged/wildwest/W in GLOB.alive_mob_list)
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W.on_alert = FALSE
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/mob/living/simple_animal/hostile/syndicate/ranged/wildwest
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@@ -262,6 +248,6 @@
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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 GLOB.living_mob_list)
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for(var/mob/living/simple_animal/hostile/syndicate/ranged/wildwest/W in GLOB.alive_mob_list)
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W.on_alert = TRUE
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return ..(gibbed)
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