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updates resting var to use StopResting()
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@@ -170,7 +170,7 @@ This is the proc mobs get to turn into a ghost. Forked from ghostize due to comp
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response = alert(src, alertmsg,"Are you sure you want to ghost?","Stay in body","Ghost")
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if(response != "Ghost")
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return //didn't want to ghost after-all
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resting = 1
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StartResting()
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var/mob/dead/observer/ghost = ghostize(0) //0 parameter is so we can never re-enter our body, "Charlie, you can never come baaaack~" :3
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ghost.timeofdeath = world.time // Because the living mob won't have a time of death and we want the respawn timer to work properly.
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var/obj/structure/morgue/Morgue = locate() in M.loc
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@@ -17,7 +17,7 @@ In all, this is a lot like the monkey code. /N
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switch(M.a_intent)
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if(INTENT_HELP)
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AdjustSleeping(-5)
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resting = 0
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StopResting()
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AdjustParalysis(-3)
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AdjustStunned(-3)
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AdjustWeakened(-3)
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@@ -269,7 +269,7 @@
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H.w_uniform.add_fingerprint(M)
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AdjustSleeping(-5)
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if(sleeping == 0)
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resting = 0
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StopResting()
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AdjustParalysis(-3)
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AdjustStunned(-3)
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AdjustWeakened(-3)
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@@ -40,7 +40,7 @@
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var/response = alert(src, "End your possession of this object? (It will not stop you from respawning later)","Are you sure you want to ghost?","Ghost","Stay in body")
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if(response != "Ghost")
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return
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resting = 1
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StartResting()
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var/mob/dead/observer/ghost = ghostize(1)
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ghost.timeofdeath = world.time
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death(0) // Turn back into a regular object.
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