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Standardize CLUMSY
Conflicts: code/game/jobs/job/civilian.dm code/game/objects/items/weapons/defib.dm code/game/objects/items/weapons/stunbaton.dm code/modules/mob/living/silicon/robot/component.dm code/modules/reagents/reagent_containers/syringes.dm
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@@ -73,7 +73,7 @@
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src.icon_state = "fork"
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return
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else
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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@@ -101,7 +101,7 @@
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src.icon_state = "fork"
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return
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else
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if((CLUMSY in user.mutations) && prob(50))
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if((M_CLUMSY in user.mutations) && prob(50))
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M = user
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return eyestab(M,user)
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@@ -122,7 +122,7 @@
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return (BRUTELOSS)
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You accidentally cut yourself with the [src]."
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user.take_organ_damage(20)
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return
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@@ -137,7 +137,7 @@
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throwforce = 10.0
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/obj/item/weapon/kitchen/utensil/knife/attack(target as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red You somehow managed to cut yourself with the [src]."
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user.take_organ_damage(20)
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return
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@@ -220,7 +220,7 @@
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked") //I think the rollingpin attackby will end up ignoring this anyway.
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/obj/item/weapon/kitchen/rollingpin/attack(mob/living/M as mob, mob/living/user as mob)
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if ((CLUMSY in user.mutations) && prob(50))
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if ((M_CLUMSY in user.mutations) && prob(50))
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user << "\red The [src] slips out of your hand and hits your head."
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user.take_organ_damage(10)
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user.Paralyse(2)
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@@ -307,7 +307,7 @@
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sleep(rand(2,4))
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if((CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
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if((M_CLUMSY in user.mutations) && prob(50)) //What if he's a clown?
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M << "\red You accidentally slam yourself with the [src]!"
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M.Weaken(1)
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user.take_organ_damage(2)
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