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https://github.com/ParadiseSS13/Paradise.git
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I-carry-onward
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@@ -56,18 +56,6 @@
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if(overmind) //we should have an overmind, but...
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overmind.update_health_hud()
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/obj/structure/blob/core/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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return
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/obj/structure/blob/core/update_icon()
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cut_overlays()
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color = null
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var/mutable_appearance/blob_overlay = mutable_appearance('icons/mob/blob.dmi', "blob")
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if(overmind)
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blob_overlay.color = overmind.blob_reagent_datum.color
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add_overlay(blob_overlay)
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add_overlay(mutable_appearance('icons/mob/blob.dmi', "blob_core_overlay"))
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/obj/structure/blob/core/RegenHealth()
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return // Don't regen, we handle it in Life()
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@@ -20,9 +20,6 @@
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var/image/C = new('icons/mob/blob.dmi', "blob_node_overlay")
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src.overlays += C
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/obj/structure/blob/node/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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return
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/obj/structure/blob/node/Destroy()
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blob_nodes -= src
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STOP_PROCESSING(SSobj, src)
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@@ -36,13 +33,4 @@
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for(var/i = 1; i < 8; i += i)
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Pulse(5, i, color)
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obj_integrity = min(max_integrity, obj_integrity + 1)
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color = null
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/obj/structure/blob/node/update_icon()
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cut_overlays()
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color = null
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var/mutable_appearance/blob_overlay = mutable_appearance('icons/mob/blob.dmi', "blob")
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if(overmind)
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blob_overlay.color = overmind.blob_reagent_datum.color
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add_overlay(blob_overlay)
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add_overlay(mutable_appearance('icons/mob/blob.dmi', "blob_node_overlay"))
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color = null
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@@ -1,7 +1,7 @@
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/obj/structure/blob/shield
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name = "strong blob"
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icon = 'icons/mob/blob.dmi'
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icon_state = "blob_idle"
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icon_state = "blob_shield"
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desc = "Some blob creature thingy"
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max_integrity = 150
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brute_resist = 0.25
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@@ -26,9 +26,6 @@
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atmosblock = TRUE
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air_update_turf(1)
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/obj/structure/blob/shield/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
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return
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/obj/structure/blob/shield/CanPass(atom/movable/mover, turf/target, height=0)
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if(istype(mover) && mover.checkpass(PASSBLOB)) return 1
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return 0
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@@ -36,7 +33,7 @@
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/obj/structure/blob/shield/reflective
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name = "reflective blob"
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desc = "A solid wall of slightly twitching tendrils with a reflective glow."
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icon_state = "blob_idle_glow"
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icon_state = "blob_glow"
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max_integrity = 100
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brute_resist = 0.5
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explosion_block = 2
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