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Water handling improvement
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@@ -14,12 +14,11 @@
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return TRUE
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..()
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/mob/living/carbon/water_act(volume, temperature, source)
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/mob/living/carbon/water_act(volume, temperature, source, method = TOUCH)
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if(volume > 10) //anything over 10 volume will make the mob wetter.
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wetlevel = min(wetlevel + 1,5)
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..()
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/mob/living/carbon/attackby(obj/item/I, mob/user, params)
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if(lying && surgeries.len)
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if(user != src && user.a_intent == INTENT_HELP)
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@@ -506,9 +506,9 @@ emp_act
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return 0
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..()
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/mob/living/carbon/human/water_act(volume, temperature, source)
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/mob/living/carbon/human/water_act(volume, temperature, source, method = TOUCH)
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..()
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dna.species.water_act(src,volume,temperature,source)
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dna.species.water_act(src, volume, temperature, source, method)
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/mob/living/carbon/human/is_eyes_covered(check_glasses = TRUE, check_head = TRUE, check_mask = TRUE)
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if(check_glasses && glasses && (glasses.flags_cover & GLASSESCOVERSEYES))
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@@ -718,7 +718,7 @@ It'll return null if the organ doesn't correspond, so include null checks when u
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H.sync_lighting_plane_alpha()
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/datum/species/proc/water_act(mob/living/carbon/human/M, volume, temperature, source)
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/datum/species/proc/water_act(mob/living/carbon/human/M, volume, temperature, source, method = TOUCH)
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if(abs(temperature - M.bodytemperature) > 10) //If our water and mob temperature varies by more than 10K, cool or/ heat them appropriately
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M.bodytemperature = (temperature + M.bodytemperature) * 0.5 //Approximation for gradual heating or cooling
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@@ -36,10 +36,38 @@
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genemutcheck(H, REMOTETALKBLOCK, null, MUTCHK_FORCED)
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H.dna.default_blocks.Add(REMOTETALKBLOCK)
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/datum/species/grey/water_act(mob/living/carbon/human/H, volume, temperature, source)
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/datum/species/grey/water_act(mob/living/carbon/human/H, volume, temperature, source, method = TOUCH)
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..()
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H.take_organ_damage(5, min(volume, 20))
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H.emote("scream")
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if(method == TOUCH)
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if(volume > 25)
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if(H.wear_mask)
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to_chat(H, "<span class='danger'>Your [H.wear_mask] protects you from the acid!</span>")
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return
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if(H.head)
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to_chat(H, "<span class='danger'>Your [H.wear_mask] protects you from the acid!</span>")
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return
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if(prob(75))
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H.take_organ_damage(5, 10)
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H.emote("scream")
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var/obj/item/organ/external/affecting = H.get_organ("head")
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if(affecting)
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affecting.disfigure()
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else
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H.take_organ_damage(5, 10)
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else
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H.take_organ_damage(5, 10)
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else
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to_chat(H, "<span class='warning'>The water stings[volume < 10 ? " you, but isn't concentrated enough to harm you" : null]!</span>")
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if(volume >= 10)
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H.adjustFireLoss(min(max(4, (volume - 10) * 2), 20))
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H.emote("scream")
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to_chat(H, "<span class='warning'>The water stings[volume < 10 ? " you, but isn't concentrated enough to harm you" : null]!</span>")
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if(volume >= 10)
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H.adjustFireLoss(min(max(4, (volume - 10) * 2), 20))
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H.emote("scream")
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/datum/species/grey/after_equip_job(datum/job/J, mob/living/carbon/human/H)
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var/translator_pref = H.client.prefs.speciesprefs
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@@ -216,13 +216,8 @@
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fire_stacks += L.fire_stacks
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IgniteMob()
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//Mobs on Fire end
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/mob/living/water_act(volume, temperature)
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if(volume >= 20) fire_stacks -= 0.5
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if(volume >= 50) fire_stacks -= 1
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/mob/living/water_act(volume, temperature, source, method = TOUCH)
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adjust_fire_stacks(-(volume * 0.2))
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//This is called when the mob is thrown into a dense turf
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/mob/living/proc/turf_collision(var/turf/T, var/speed)
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