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fixes a runtime caused by a custom emote and makes IsVocal() false for people with the mute trait (#18271)
* why are they silent * bam fixed * oops remove those testing things
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@@ -186,7 +186,7 @@ structure_check() searches for nearby cultist structures required for the invoca
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ghost_invokers++
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if(invocation)
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if(!L.IsVocal())
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L.emote("gestures ominously.")
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L.custom_emote(EMOTE_VISIBLE, message = pick("draws arcane sigils in the air.","gestures ominously.","silently mouths out an invocation.","places their hands on the rune, activating it."))
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else
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L.say(invocation)
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L.changeNext_move(CLICK_CD_MELEE)//THIS IS WHY WE CAN'T HAVE NICE THINGS
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@@ -97,6 +97,8 @@
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// how do species that don't breathe talk? magic, that's what.
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var/breathes = (!HAS_TRAIT(src, TRAIT_NOBREATH))
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var/obj/item/organ/internal/L = get_organ_slot("lungs")
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if(HAS_TRAIT(src, TRAIT_MUTE))
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return FALSE
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if((breathes && !L) || breathes && L && (L.status & ORGAN_DEAD))
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return FALSE
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if(getOxyLoss() > 10 || AmountLoseBreath() >= 8 SECONDS)
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