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Adds further checking and variable presets to ZAS, and made the contamination overlay actually work.
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@@ -562,6 +562,8 @@
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var/ratio = breath.toxins/safe_toxins_max
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adjustToxLoss(min(ratio, 10)) //Limit amount of damage toxin exposure can do per second
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toxins_alert = max(toxins_alert, 1)
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if(vsc.plc.PLASMA_HALLUCINATION && prob(20))
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hallucination += 20
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else
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toxins_alert = 0
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@@ -575,6 +577,8 @@
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else if(SA_pp > 0.01) // There is sleeping gas in their lungs, but only a little, so give them a bit of a warning
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if(prob(20) && isbreathing)
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spawn(0) emote(pick("giggle", "laugh"))
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if(vsc.plc.N2O_HALLUCINATION && prob(10) && isbreathing)
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hallucination += 30
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SA.moles = 0 //Hack to stop the damned surgeon from giggling.
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@@ -814,6 +818,9 @@
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handle_chemicals_in_body()
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if(reagents && stat != 2) reagents.metabolize(src)
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if(vessel && stat != 2) vessel.metabolize(src)
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for(var/obj/item/I in src)
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if(I.contaminated)
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toxloss += vsc.plc.CONTAMINATION_LOSS
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if(mutantrace == "plant") //couldn't think of a better place to place it, since it handles nutrition -- Urist
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var/light_amount = 0 //how much light there is in the place, affects receiving nutrition and healing
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