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code/modules/power/singularity/emitter.dm code/modules/power/singularity/field_generator.dm code/modules/power/singularity/generator.dm code/modules/power/singularity/investigate.dm code/modules/power/singularity/particle_accelerator/particle.dm code/modules/power/singularity/particle_accelerator/particle_accelerator.dm code/modules/power/singularity/particle_accelerator/particle_chamber.dm code/modules/power/singularity/particle_accelerator/particle_control.dm code/modules/power/singularity/particle_accelerator/particle_emitter.dm code/modules/power/singularity/particle_accelerator/particle_power.dm code/modules/power/singularity/singularity.dm code/modules/power/smes.dm code/modules/power/solar.dm code/modules/power/switch.dm code/modules/power/turbine.dm code/modules/projectiles/ammunition.dm code/modules/projectiles/gun.dm code/modules/projectiles/guns/energy.dm code/modules/projectiles/guns/energy/laser.dm code/modules/projectiles/guns/energy/nuclear.dm code/modules/projectiles/guns/energy/pulse.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/energy/stun.dm code/modules/projectiles/guns/projectile.dm code/modules/projectiles/guns/projectile/pistol.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/guns/projectile/shotgun.dm code/modules/projectiles/projectile.dm code/modules/projectiles/projectile/beams.dm code/modules/projectiles/projectile/bullets.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Holder.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/Chemistry-Recipes.dm code/modules/recycling/conveyor2.dm code/modules/recycling/disposal-construction.dm code/modules/recycling/disposal.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm code/modules/research/destructive_analyzer.dm code/modules/research/message_server.dm code/modules/research/protolathe.dm code/modules/research/rdconsole.dm code/modules/research/rdmachines.dm code/modules/research/research.dm code/modules/research/server.dm code/modules/scripting/AST/Operators/Binary Operators.dm code/modules/scripting/Implementations/Telecomms.dm code/modules/scripting/Parser/Keywords.dm code/modules/scripting/Scanner/Tokens.dm code/modules/scripting/stack.dm code/modules/security levels/keycard authentication.dm code/modules/security levels/security levels.dm code/setup.dm code/stylesheet.dm code/unused/AI_Visibility.dm code/unused/Ultralight.dm code/unused/airtunnel.dm code/unused/beast/bodypart.dm code/unused/conveyor.dm code/unused/disease2/analyser.dm code/unused/disease2/base.dm code/unused/disease2/biohazard destroyer.dm code/unused/disease2/cureimplanter.dm code/unused/disease2/curer.dm code/unused/disease2/diseasesplicer.dm code/unused/disease2/dishincubator.dm code/unused/disease2/isolator.dm code/unused/disease2/monkeydispensor.dm code/unused/dna.dm code/unused/gamemodes/deathmatch.dm code/unused/jobs.dm code/unused/mining/datum_processing_recipe.dm code/unused/mining/spaceship_builder_unused.dm code/unused/new_year.dm code/unused/spacecraft/manufacturing.dm code/unused/spacecraft/shipcore.dm config/README feedback.txt config/admins.txt config/config.txt config/rules.html data/mode.txt html/add-to-changelog.html html/archivedchangelog.html html/changelog.css html/changelog.html html/changelog.js icons/effects/blood.dmi icons/effects/genetics.dmi icons/misc/fullscreen.dmi icons/mob/AI.dmi icons/mob/alien.dmi icons/mob/animal.dmi icons/mob/back.dmi icons/mob/belt.dmi icons/mob/blob.dmi icons/mob/critter.dmi icons/mob/dam_human.dmi icons/mob/eyes.dmi icons/mob/feet.dmi icons/mob/hands.dmi icons/mob/head.dmi icons/mob/human.dmi icons/mob/human_face.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/livestock.dmi icons/mob/mask.dmi icons/mob/mecha.dmi icons/mob/mob.dmi icons/mob/monkey.dmi icons/mob/robots.dmi icons/mob/screen1.dmi icons/mob/screen1_Midnight.dmi icons/mob/screen1_Orange.dmi icons/mob/screen1_alien.dmi icons/mob/screen1_old.dmi icons/mob/suit.dmi icons/mob/uniform.dmi icons/mob/zone_sel.dmi icons/obj/Cryogenic2.dmi icons/obj/aibots.dmi icons/obj/ammo.dmi icons/obj/atmos.dmi icons/obj/bureaucracy.dmi icons/obj/card.dmi icons/obj/cigarettes.dmi icons/obj/closet.dmi icons/obj/clothing/glasses.dmi icons/obj/clothing/gloves.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/shoes.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/uniforms.dmi icons/obj/computer.dmi icons/obj/contraband.dmi icons/obj/decals.dmi icons/obj/device.dmi icons/obj/doors/DoorHazard.dmi icons/obj/doors/door_assembly.dmi icons/obj/drinks.dmi icons/obj/engine.dmi icons/obj/food.dmi icons/obj/grenade.dmi icons/obj/gun.dmi icons/obj/harvest.dmi icons/obj/hydroponics.dmi icons/obj/items.dmi icons/obj/janitor.dmi icons/obj/library.dmi icons/obj/lighting.dmi icons/obj/machines/field_generator.dmi icons/obj/machines/gateway.dmi icons/obj/machines/mining_machines.dmi icons/obj/machines/particle_accelerator.dmi icons/obj/meter.dmi icons/obj/mining.dmi icons/obj/objects.dmi icons/obj/paper.dmi icons/obj/pda.dmi icons/obj/pipes/disposal.dmi icons/obj/plants.dmi icons/obj/power.dmi icons/obj/projectiles.dmi icons/obj/robotics.dmi icons/obj/seeds.dmi icons/obj/singularity.dmi icons/obj/stationobjs.dmi icons/obj/stock_parts.dmi icons/obj/storage.dmi icons/obj/structures.dmi icons/obj/surgery.dmi icons/obj/syringe.dmi icons/obj/tank.dmi icons/obj/terminals.dmi icons/obj/toy.dmi icons/obj/vending.dmi icons/obj/watercloset.dmi icons/obj/weapons.dmi icons/obj/wizard.dmi icons/turf/areas.dmi icons/turf/floors.dmi icons/turf/walls.dmi interface/interface.dm interface/skin.dmf maps/Antiqua.dmm maps/RandomZLevels/assistantChamber.dmm maps/RandomZLevels/fileList.txt maps/tgstation.2.0.9.dmm sound/AI/animes.ogg sound/AI/newroundsexy.ogg sound/AI/newroundsexy2.ogg sound/effects/adminhelp.ogg tools/UnstandardnessTestForDM/UnstandardnessTestForDM.sln tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Form1.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Program.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/AssemblyInfo.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Resources.resx tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.Designer.cs tools/UnstandardnessTestForDM/UnstandardnessTestForDM/Properties/Settings.settings tools/UnstandardnessTestForDM/UnstandardnessTestForDM/UnstandardnessTestForDM.csproj tools/UnstandardnessTestForDM/UnstandardnessTestForDM/bin/Debug/UnstandardnessTestForDM.vshost.exe.manifest tools/UnstandardnessTestForDM/UnstandardnessTestForDM/obj/x86/Debug/UnstandardnessTestForDM.csproj.FileListAbsolute.txt tools/expand_filedir_paths.py tools/readme.txt Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
393 lines
11 KiB
Plaintext
Executable File
393 lines
11 KiB
Plaintext
Executable File
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/obj/item/proc/attack_self()
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return
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/obj/item/proc/talk_into(mob/M as mob, text)
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return
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/obj/item/proc/moved(mob/user as mob, old_loc as turf)
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return
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/obj/item/proc/dropped(mob/user as mob)
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..()
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// called just as an item is picked up (loc is not yet changed)
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/obj/item/proc/pickup(mob/user)
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return
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// called when this item is removed from a storage item, which is passed on as S. The loc variable is already set to the new destination before this is called.
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/obj/item/proc/on_exit_storage(obj/item/weapon/storage/S as obj)
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return
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// called when this item is added into a storage item, which is passed on as S. The loc variable is already set to the storage item.
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/obj/item/proc/on_enter_storage(obj/item/weapon/storage/S as obj)
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return
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// called after an item is placed in an equipment slot
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// user is mob that equipped it
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// slot uses the slot_X defines found in setup.dm
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// for items that can be placed in multiple slots
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// note this isn't called during the initial dressing of a player
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/obj/item/proc/equipped(var/mob/user, var/slot)
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return
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/obj/item/proc/afterattack()
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return
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/obj/item/weapon/dummy/ex_act()
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return
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/obj/item/weapon/dummy/blob_act()
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return
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/obj/item/ex_act(severity)
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switch(severity)
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if(1.0)
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del(src)
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return
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if(2.0)
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if (prob(50))
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del(src)
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return
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if(3.0)
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if (prob(5))
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del(src)
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return
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else
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return
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/obj/item/blob_act()
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return
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/obj/item/verb/move_to_top()
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set name = "Move To Top"
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set category = "Object"
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set src in oview(1)
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if(!istype(src.loc, /turf) || usr.stat || usr.restrained() )
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return
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var/turf/T = src.loc
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src.loc = null
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src.loc = T
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/obj/item/examine()
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set src in view()
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var/t
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switch(src.w_class)
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if(1.0)
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t = "tiny"
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if(2.0)
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t = "small"
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if(3.0)
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t = "normal-sized"
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if(4.0)
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t = "bulky"
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if(5.0)
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t = "huge"
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else
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if ((CLUMSY in usr.mutations) && prob(50)) t = "funny-looking"
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usr << text("This is a []\icon[][]. It is a [] item.", !src.blood_DNA ? "" : "bloody ",src, src.name, t)
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if(src.desc)
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usr << src.desc
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return
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/obj/item/attack_hand(mob/user as mob)
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if (!user) return
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if (istype(src.loc, /obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = src.loc
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S.remove_from_storage(src)
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(!src.canremove)
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return
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else
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user.u_equip(src)
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else
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if(isliving(src.loc))
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return
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src.pickup(user)
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user.lastDblClick = world.time + 2
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user.next_move = world.time + 2
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add_fingerprint(user)
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user.put_in_active_hand(src)
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return
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/obj/item/attack_paw(mob/user as mob)
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if(isalien(user)) // -- TLE
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var/mob/living/carbon/alien/A = user
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if(!A.has_fine_manipulation || w_class >= 4)
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if(src in A.contents) // To stop Aliens having items stuck in their pockets
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A.drop_from_inventory(src)
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user << "Your claws aren't capable of such fine manipulation."
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return
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if (istype(src.loc, /obj/item/weapon/storage))
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for(var/mob/M in range(1, src.loc))
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if (M.s_active == src.loc)
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if (M.client)
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M.client.screen -= src
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src.throwing = 0
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if (src.loc == user)
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//canremove==0 means that object may not be removed. You can still wear it. This only applies to clothing. /N
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if(istype(src, /obj/item/clothing) && !src:canremove)
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return
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else
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user.u_equip(src)
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else
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if(istype(src.loc, /mob/living))
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return
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src.pickup(user)
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user.lastDblClick = world.time + 2
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user.next_move = world.time + 2
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user.put_in_active_hand(src)
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return
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/obj/item/attackby(obj/item/weapon/W as obj, mob/user as mob)
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if(istype(W,/obj/item/weapon/storage))
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var/obj/item/weapon/storage/S = W
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if(S.use_to_pickup)
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if(!S.can_be_inserted(src))
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return
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if(S.collection_mode) //Mode is set to collect all items on a tile and we clicked on a valid one.
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if(isturf(src.loc))
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for(var/obj/item/I in src.loc)
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if(I != src) //We'll do the one we clicked on last.
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if(!S.can_be_inserted(src))
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continue
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S.handle_item_insertion(I, 1) //The 1 stops the "You put the [src] into [S]" insertion message from being displayed.
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S.handle_item_insertion(src)
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return
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/obj/item/proc/attack(mob/living/M as mob, mob/living/user as mob, def_zone)
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if (!istype(M)) // not sure if this is the right thing...
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return
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var/messagesource = M
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if (istype(M,/mob/living/carbon/brain))
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messagesource = M:container
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if (src.hitsound)
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playsound(src.loc, hitsound, 50, 1, -1)
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/////////////////////////
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user.lastattacked = M
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M.lastattacker = user
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>"
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log_attack("<font color='red'>[user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)]) (DAMTYE: [uppertext(src.damtype)])</font>" )
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//spawn(1800) // this wont work right
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// M.lastattacker = null
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/////////////////////////
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var/power = src.force
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if((HULK in user.mutations) || (SUPRSTR in user.augmentations))
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power *= 2
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if(!istype(M, /mob/living/carbon/human))
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if(istype(M, /mob/living/carbon/metroid))
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var/mob/living/carbon/metroid/Metroid = M
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if(prob(25))
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user << "\red [src] passes right through [M]!"
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return
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if(power > 0)
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Metroid.attacked += 10
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if(Metroid.Discipline && prob(50)) // wow, buddy, why am I getting attacked??
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Metroid.Discipline = 0
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if(power >= 3)
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if(istype(Metroid, /mob/living/carbon/metroid/adult))
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if(prob(5 + round(power/2)))
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if(Metroid.Victim)
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if(prob(80) && !Metroid.client)
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Metroid.Discipline++
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Metroid.Victim = null
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Metroid.anchored = 0
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spawn()
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if(Metroid)
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Metroid.SStun = 1
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sleep(rand(5,20))
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if(Metroid)
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Metroid.SStun = 0
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spawn(0)
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if(Metroid)
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Metroid.canmove = 0
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step_away(Metroid, user)
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if(prob(25 + power))
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sleep(2)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 1
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else
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if(prob(10 + power*2))
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if(Metroid)
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if(Metroid.Victim)
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if(prob(80) && !Metroid.client)
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Metroid.Discipline++
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if(Metroid.Discipline == 1)
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Metroid.attacked = 0
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spawn()
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if(Metroid)
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Metroid.SStun = 1
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sleep(rand(5,20))
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if(Metroid)
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Metroid.SStun = 0
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Metroid.Victim = null
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Metroid.anchored = 0
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spawn(0)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 0
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if(prob(25 + power*4))
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sleep(2)
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if(Metroid && user)
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step_away(Metroid, user)
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Metroid.canmove = 1
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var/showname = "."
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if(user)
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showname = " by [user]."
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if(!(user in viewers(M, null)))
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showname = "."
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for(var/mob/O in viewers(messagesource, null))
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if(src.attack_verb.len)
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O.show_message("\red <B>[M] has been [pick(src.attack_verb)] with [src][showname] </B>", 1)
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else
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O.show_message("\red <B>[M] has been attacked with [src][showname] </B>", 1)
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if(!showname && user)
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if(user.client)
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user << "\red <B>You attack [M] with [src]. </B>"
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if(istype(M, /mob/living/carbon/human))
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M:attacked_by(src, user, def_zone)
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else
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switch(src.damtype)
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if("brute")
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if(istype(src, /mob/living/carbon/metroid))
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M.adjustBrainLoss(power)
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else
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M.take_organ_damage(power)
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if (prob(33)) // Added blood for whacking non-humans too
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var/turf/location = M.loc
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if (istype(location, /turf/simulated))
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location.add_blood_floor(M)
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if("fire")
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if (!(COLD_RESISTANCE in M.mutations))
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M.take_organ_damage(0, power)
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M << "Aargh it burns!"
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M.updatehealth()
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src.add_fingerprint(user)
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return 1
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/obj/item/proc/IsShield()
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return 0
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/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
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var/mob/living/carbon/human/H = M
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if(istype(H) && ( \
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(H.head && H.head.flags & HEADCOVERSEYES) || \
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(H.wear_mask && H.wear_mask.flags & MASKCOVERSEYES) || \
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(H.glasses && H.glasses.flags & GLASSESCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "\red You're going to need to remove that mask/helmet/glasses first."
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return
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var/mob/living/carbon/monkey/Mo = M
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if(istype(Mo) && ( \
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(Mo.wear_mask && Mo.wear_mask.flags & MASKCOVERSEYES) \
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))
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// you can't stab someone in the eyes wearing a mask!
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user << "\red You're going to need to remove that mask/helmet/glasses first."
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return
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if(istype(M, /mob/living/carbon/alien) || istype(M, /mob/living/carbon/metroid))//Aliens don't have eyes./N Metroids also don't have eyes!
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user << "\red You cannot locate any eyes on this creature!"
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return
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user.attack_log += "\[[time_stamp()]\]<font color='red'> Attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
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M.attack_log += "\[[time_stamp()]\]<font color='orange'> Attacked by [user.name] ([user.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>"
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log_attack("<font color='red'> [user.name] ([user.ckey]) attacked [M.name] ([M.ckey]) with [src.name] (INTENT: [uppertext(user.a_intent)])</font>")
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src.add_fingerprint(user)
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//if((CLUMSY in user.mutations) && prob(50))
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// M = user
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/*
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M << "\red You stab yourself in the eye."
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M.sdisabilities |= BLIND
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M.weakened += 4
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M.adjustBruteLoss(10)
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*/
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if(M != user)
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for(var/mob/O in (viewers(M) - user - M))
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O.show_message("\red [M] has been stabbed in the eye with [src] by [user].", 1)
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M << "\red [user] stabs you in the eye with [src]!"
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user << "\red You stab [M] in the eye with [src]!"
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else
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user.visible_message( \
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"\red [user] has stabbed themself with [src]!", \
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"\red You stab yourself in the eyes with [src]!" \
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)
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if(istype(M, /mob/living/carbon/human))
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var/datum/organ/external/affecting = M:get_organ("head")
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if(affecting.take_damage(7))
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M:UpdateDamageIcon()
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else
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M.take_organ_damage(7)
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M.eye_blurry += rand(3,4)
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M.eye_stat += rand(2,4)
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if (M.eye_stat >= 10)
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M.eye_blurry += 15+(0.1*M.eye_blurry)
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M.disabilities |= NEARSIGHTED
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if(M.stat != 2)
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M << "\red Your eyes start to bleed profusely!"
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if(prob(50))
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if(M.stat != 2)
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M << "\red You drop what you're holding and clutch at your eyes!"
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M.drop_item()
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M.eye_blurry += 10
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M.Paralyse(1)
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M.Weaken(4)
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if (prob(M.eye_stat - 10 + 1))
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if(M.stat != 2)
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M << "\red You go blind!"
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M.sdisabilities |= BLIND
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return
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