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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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@@ -19,7 +19,7 @@
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if(!armed)
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if(ishuman(usr))
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var/mob/living/carbon/human/user = usr
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if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50)))
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if(((user.getBrainLoss() >= 60 || (M_CLUMSY in user.mutations)) && prob(50)))
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user << "Your hand slips, setting off the trigger."
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pulse(0)
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update_icon()
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@@ -69,7 +69,7 @@
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if(!armed)
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user << "<span class='notice'>You arm [src].</span>"
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else
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if(((user.getBrainLoss() >= 60 || (CLUMSY in user.mutations)) && prob(50)))
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if(((user.getBrainLoss() >= 60 || (M_CLUMSY in user.mutations)) && prob(50)))
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var/which_hand = "l_hand"
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if(!user.hand)
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which_hand = "r_hand"
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@@ -85,7 +85,7 @@
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attack_hand(mob/living/user as mob)
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if(armed)
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if(((user.getBrainLoss() >= 60 || CLUMSY in user.mutations)) && prob(50))
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if(((user.getBrainLoss() >= 60 || M_CLUMSY in user.mutations)) && prob(50))
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var/which_hand = "l_hand"
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if(!user.hand)
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which_hand = "r_hand"
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