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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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@@ -71,11 +71,11 @@
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return 1
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/obj/item/weapon/gun/proc/Fire(atom/target as mob|obj|turf|area, mob/living/user as mob|obj, params, reflex = 0)//TODO: go over this
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//Exclude lasertag guns from the CLUMSY check.
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//Exclude lasertag guns from the M_CLUMSY check.
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if(clumsy_check)
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if(istype(user, /mob/living))
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var/mob/living/M = user
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if ((CLUMSY in M.mutations) && prob(50))
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if ((M_CLUMSY in M.mutations) && prob(50))
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M << "<span class='danger'>[src] blows up in your face.</span>"
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M.take_organ_damage(0,20)
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M.drop_item()
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