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Changing changeling (Refactor) (#17749)
* Begin antag component * Initial changeling move * Slow...And...Steady... * Initial * remove toworld testing * More adjustments * Update absorb.dm Changelings get a genetic point per person absorbed * Fixes losing your markings * wa * Update modularchangling.dm * BETTER LING WITH TGUI * Gives all stings a global 1 second cd Need to come up with a better way for this. * snake_case * Update epinephrine_overdose.dm * Update changeling.dm * Absorption/digestion absorbs people Also disabled death sting because gtfo with that, it's unfun for everyone involved. * prey ling also DELETES death sting...It didn't even KILL properly * fixes EMP shriek * Update vorestation.dme * Ling * Unfat sting lowers nutrition more * Update visible_camouflage.dm * Update visible_camouflage.dm * Changeling blades NOT embed * Armblade fix * Changeling spacesuit free * Updates the armor * Updates * awa * More * Update blind_sting.dm * Update blind_sting.dm * Update boost_range.dm * More adjustments * Update _reagents.dm * Update bioelectrogenesis.dm * more * all done * awa * shhh * Update visible_camouflage.dm * Update visible_camouflage.dm * Update visible_camouflage.dm * decon * gets rid of AB+ blood * Blood rejection and better checks * changeling holder * proper del * Changeling lock * Stops bodytheft * yeah * its reviving time * Lets them shapeshift * ah * check * Update negative.dm * Update examine.dm
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@@ -364,9 +364,10 @@ var/const/CE_STABLE_THRESHOLD = 0.5
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if(!our)
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log_debug("Failed to re-initialize blood datums on [src]!")
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return
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if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"],injected.data["species"],our.data["species"]) )
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if(is_changeling(src)) //Changelings don't reject blood!
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vessel.add_reagent(REAGENT_ID_BLOOD, amount, injected.data)
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vessel.update_total()
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else if(blood_incompatible(injected.data["blood_type"],our.data["blood_type"],injected.data["species"],our.data["species"]) )
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reagents.add_reagent(REAGENT_ID_TOXIN,amount * 0.5)
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reagents.update_total()
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else
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