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Standardize LASER, NOCLONE, and HUSK
Conflicts: code/game/gamemodes/changeling/changeling_powers.dm code/modules/mob/living/carbon/human/death.dm maps/RandomZLevels/wildwest.dm
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@@ -141,7 +141,7 @@
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H.updatehealth() //forces a health update, otherwise the oxyloss adjustment wouldnt do anything
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M.visible_message("\red [M]'s body convulses a bit.")
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var/datum/organ/external/temp = H.get_organ("head")
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if(H.health > -100 && !(temp.status & ORGAN_DESTROYED) && !(NOCLONE in H.mutations) && !H.suiciding)
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if(H.health > -100 && !(temp.status & ORGAN_DESTROYED) && !(M_NOCLONE in H.mutations) && !H.suiciding)
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viewers(M) << "\blue [src] beeps: Resuscitation successful."
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spawn(0)
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H.stat = 1
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@@ -63,7 +63,7 @@
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if(istype(M,/mob/living))
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M.radiation += rand(5,20)
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if (!(NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
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if (!(M_NOCLONE in M.mutations)) // prevents drained people from having their DNA changed
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if (buf.types & DNA2_BUF_UI)
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if (!block) //isolated block?
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M.UpdateAppearance(buf.dna.UI.Copy())
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@@ -399,7 +399,7 @@ LOOK FOR SURGERY.DM*/
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if(!istype(M))
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return ..()
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//if(M.mutations & HUSK) return ..()
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//if(M.mutations & M_HUSK) return ..()
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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